v0.6: 深空巡航 Canvas 2D 实时玩法 + UI 偏移重叠修复

## 玩法拓展(回应用户: 玩法太单调/全是点点点)
- 新增「深空巡航」Canvas 2D 全屏实时玩法
  - 飞船操控(WASD/方向键/移动端虚拟摇杆)
  - 实时躲避陨石/虚空风暴,收集晶体/洞见/信标
  - 到达星门通关,护盾归零失败
  - 3层视差星空 + 粒子系统(尾焰/收集/碰撞/烟花) + 辉光 + 屏幕震动
  - 奖励同步主游戏(grantCruiseReward)
  - 独立 localStorage 记录最高分/通关数

## UI 修复(回应用户: 解析球左上偏移/成就小屏重叠)
- DecodeArray 节点: 移除 Tailwind translate 与 inline transform 冲突
- AchievementsPanel: 移除固定 max-h, 改 flex-1 min-h-0 自适应
- page.tsx 布局: 小屏减小 min-h, 避免挤压重叠

## 集成
- gameStore 新增 grantCruiseReward action
- header 新增 amber 主题「巡航」按钮 + 全屏 CruiseMode 渲染

## 文件
- src/lib/game/cruise.ts (新增, ~1008行)
- src/components/game/CruiseMode.tsx (新增, ~1350行)
- src/app/page.tsx (集成巡航入口)
- src/store/gameStore.ts (grantCruiseReward action)
- src/components/game/DecodeArray.tsx (节点偏移修复)
- src/components/game/AchievementsPanel.tsx (小屏重叠修复)

QA: lint 零错误; agent-browser+VLM 验证主界面无偏移+巡航玩法正常运行
This commit is contained in:
2026-06-23 19:33:51 +00:00
parent fcf94b6c3f
commit fafa2ee20a
9 changed files with 3382 additions and 8 deletions
@@ -0,0 +1,843 @@
1→"use client";
2→// 回响星核 / Echo Nexus — Zustand 游戏状态管理
3→import { create } from "zustand";
4→import { persist, createJSONStorage } from "zustand/middleware";
5→import type {
6→ GameState,
7→ Crystal,
8→ CrystalTier,
9→ DecodePuzzle,
10→ ExpeditionResult,
11→} from "@/lib/game/types";
12→import {
13→ INITIAL_STATE,
14→ TECH_TREE,
15→ CRYSTAL_VALUE,
16→ CONTACT,
17→ CRYSTAL_SPAWN,
18→ FRAGMENTS,
19→ PRESTIGE,
20→} from "@/lib/game/config";
21→import {
22→ createInitialState,
23→ recomputeStats,
24→ decodeRewards,
25→ rollCrystalTierWithBonus,
26→ computeNewBlueprints,
27→ performPrestige,
28→} from "@/lib/game/engine";
29→import {
30→ generatePuzzle,
31→ tryClickNode,
32→ isSolvable,
33→ resetPuzzle as resetPuz,
34→} from "@/lib/game/decode";
35→import {
36→ generateExpedition,
37→ resolveNode,
38→ advanceExpedition,
39→ computeExpeditionPower,
40→ computeExpeditionHp,
41→ computeEnergyRegen,
42→ EXPEDITION_CONFIG,
43→} from "@/lib/game/expedition";
44→import { ACHIEVEMENTS, type Achievement } from "@/lib/game/achievements";
45→import {
46→ TIDE_CONFIG,
47→ rollTide,
48→ getTideModifiers,
49→ computeSilenceCompensation,
50→ type StarTide,
51→ type TideType,
52→} from "@/lib/game/starTide";
53→import {
54→ getPerk,
55→ constellationBonuses,
56→ rollPerkChoices,
57→} from "@/lib/game/constellation";
58→import {
59→ migrateChronicleFields,
60→ withPerks,
61→} from "@/lib/game/chronicle";
62→import {
63→ generateDailyChallenge,
64→ loadDailyProgress,
65→ addBeaconProgress,
66→ type BeaconDailyChallenge,
67→ type BeaconDailyProgress,
68→} from "@/lib/game/beacon";
69→import { setPendingOfflineReport } from "@/lib/game/offlineReport";
70→
71→interface GameActions {
72→ // 生命周期
73→ init: () => void;
74→ loadOnline: () => void;
75→ hardReset: () => void;
76→
77→ // 主循环
78→ tick: (now: number) => void;
79→ pulse: () => { gain: number; combo: number } | null;
80→
81→ // 星潮
82→ tickTide: (now: number) => { started?: TideType; ended?: TideType; silenceCompensation?: number } | null;
83→ consumeTideEvents: () => { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
84→
85→ // 解码
86→ startDecode: (crystalId: string) => void;
87→ clickNode: (nodeId: number) => { ok: boolean; finished: boolean; solvable?: boolean; failReason?: string };
88→ undoStep: () => void;
89→ retryPuzzle: () => void;
90→ abandonPuzzle: () => void;
91→ /** 自动解码 T1(技术解锁后由 tick 调用) */
92→ autoDecodeTick: () => void;
93→
94→ // 探险
95→ startExpedition: () => { ok: boolean; reason?: string };
96→ resolveCurrentNode: () => ExpeditionResult | null;
97→ advanceNode: () => void;
98→ abortExpedition: () => void;
99→
100→ // 技术
101→ buyTech: (techId: string) => boolean;
102→
103→ // 飞升
104→ doPrestige: () => { newBp: number } | null;
105→
106→ // 星图天文台
107→ chooseConstellationPerk: (perkId: string) => boolean;
108→ rerollPerkChoices: () => void;
109→
110→ // 成就
111→ checkAchievements: () => Achievement[];
112→ consumeAchievementQueue: () => Achievement[];
113→
114→ // 设置
115→ toggleTheme: () => void;
116→ toggleSound: () => void;
117→
118→ // 深空信标奖励发放(v0.5)
119→ grantBeaconReward: (insights: number, contact: number) => void;
120→
121→ // 深空巡航奖励发放(v0.6 — 实时 Canvas 玩法)
122→ grantCruiseReward: (rewards: { crystals?: number; insights?: number; contact?: number }) => void;
123→
124→ // 派生
125→ canPrestige: () => boolean;
126→}
127→
128→type Store = GameState & GameActions & {
129→ _lastAutoDecode: number;
130→ _lastSpawn: number;
131→ _combo: number;
132→ _lastPulse: number;
133→ _achievementQueue: Achievement[];
134→ _tideEvents: { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
135→};
136→
137→/** 计算并写回产能字段 */
138→function syncStats(state: Partial<GameState>) {
139→ const s = recomputeStats(state);
140→ return {
141→ crystalsPerSec: s.crystalsPerSec,
142→ crystalCap: s.crystalCap,
143→ pulsePower: s.pulsePower,
144→ offlineEff: s.offlineEff,
145→ insightMult: s.insightMult,
146→ contactRateMult: s.contactRateMult,
147→ autoDecode: s.autoDecode,
148→ decodeStepsBonus: s.decodeStepsBonus,
149→ };
150→}
151→
152→/**
153→ * 深空信标进度追踪(v0.5)。
154→ * 在游戏关键动作(脉冲/解码/探险/BOSS/洞见)后调用,按今日挑战类型增量更新进度。
155→ * 进度独立存储于 localStorageecho-nexus-beacon-prog-v1),不污染 GameState。
156→ * @returns 若刚完成则返回 true(供 UI 触发通知)
157→ */
158→function trackBeacon(
159→ type: "pulse" | "decode" | "expedition" | "boss" | "insight",
160→ delta: number
161→): boolean {
162→ if (typeof window === "undefined") return false;
163→ try {
164→ const challenge: BeaconDailyChallenge = generateDailyChallenge();
165→ if (challenge.type !== type) return false;
166→ const current: BeaconDailyProgress = loadDailyProgress();
167→ if (current.completedAt !== null) return false; // 已完成不再累加
168→ const { justCompleted } = addBeaconProgress(current, challenge, delta);
169→ return justCompleted;
170→ } catch {
171→ return false;
172→ }
173→}
174→
175→/** 检查并解锁叙事碎片 */
176→function checkFragments(state: GameState): string[] {
177→ const unlocked: string[] = [];
178→ for (const f of FRAGMENTS) {
179→ if (!state.fragments[f.id] && state.totalDecoded >= f.threshold) {
180→ state.fragments[f.id] = true;
181→ unlocked.push(f.id);
182→ }
183→ }
184→ return unlocked;
185→}
186→
187→export const useGameStore = create<Store>()(
188→ persist(
189→ (set, get) => ({
190→ ...createInitialState(),
191→ _lastAutoDecode: Date.now(),
192→ _lastSpawn: Date.now(),
193→ _combo: 0,
194→ _lastPulse: 0,
195→ _achievementQueue: [],
196→ _tideEvents: [],
197→
198→ init: () => {
199→ const s = get();
200→ const now = Date.now();
201→ // 兼容旧存档:若存在不可解的活跃谜题(旧算法生成),直接清掉
202→ let activePuzzle = s.activePuzzle;
203→ if (activePuzzle && !isSolvable(activePuzzle)) {
204→ // 把晶体放回队列,避免玩家卡死
205→ const crystal: Crystal = {
206→ id: `c_${now}_rec`,
207→ tier: activePuzzle.tier,
208→ value: CRYSTAL_VALUE[activePuzzle.tier].crystals,
209→ createdAt: now,
210→ };
211→ activePuzzle = null;
212→ set({
213→ pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
214→ });
215→ }
216→ // 兼容旧存档:补全 achievements / 星潮 / 星图 字段
217→ const achievements = s.achievements ?? {};
218→ const activeTide = s.activeTide ?? null;
219→ const constellation = s.constellation ?? [];
220→ const pendingPerkChoices = s.pendingPerkChoices ?? null;
221→ // v0.4 编年史兼容:补全 chronicle / runStart / bossKills / starTidesEncountered
222→ const migrated = migrateChronicleFields(s);
223→ // 星图「能量共振」天赋 +1 能量上限
224→ const cm = constellationBonuses(constellation);
225→ const energyMax = (INITIAL_STATE.energyMax) + cm.energyMaxBonus;
226→ // lastTideEnd:0 表示从未触发过星潮(首次游玩),保留 0 让 firstDelay 生效
227→ const lastTideEndRaw = s.lastTideEnd ?? 0;
228→ // 若旧存档有已过期的星潮,清掉
229→ const tide = activeTide && activeTide.endsAt > now ? activeTide : null;
230→ // 首次进入:补发离线收益
231→ const elapsed = Math.max(0, (now - s.lastTick) / 1000);
232→ if (elapsed > 5) {
233→ const cap = 8 * 3600;
234→ const secs = Math.min(elapsed, cap);
235→ const gain = s.crystalsPerSec * secs * s.offlineEff;
236→ const crystalsBefore = s.crystals;
237→ const crystalsAfter = Math.min(s.crystalCap, s.crystals + gain);
238→ // 设置离线报告(v0.5.2):通知 UI 弹出"欢迎回来"对话框
239→ setPendingOfflineReport({
240→ elapsedSec: secs,
241→ rawElapsedSec: elapsed,
242→ gain: crystalsAfter - crystalsBefore,
243→ rate: s.crystalsPerSec,
244→ eff: s.offlineEff,
245→ capped: elapsed > cap,
246→ crystalsBefore,
247→ crystalsAfter,
248→ crystalCap: s.crystalCap,
249→ });
250→ set({
251→ crystals: crystalsAfter,
252→ lastTick: now,
253→ activePuzzle,
254→ achievements,
255→ activeTide: tide,
256→ lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw,
257→ constellation,
258→ pendingPerkChoices,
259→ energyMax,
260→ chronicle: migrated.chronicle,
261→ runStart: migrated.runStart,
262→ bossKills: migrated.bossKills,
263→ starTidesEncountered: migrated.starTidesEncountered,
264→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation }),
265→ });
266→ } else {
267→ set({ lastTick: now, activePuzzle, achievements, activeTide: tide, lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw, constellation, pendingPerkChoices, energyMax, chronicle: migrated.chronicle, runStart: migrated.runStart, bossKills: migrated.bossKills, starTidesEncountered: migrated.starTidesEncountered, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation }) });
268→ }
269→ },
270→
271→ loadOnline: () => {
272→ const s = get();
273→ set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation }) });
274→ },
275→
276→ hardReset: () => {
277→ set({ ...createInitialState(), _lastAutoDecode: Date.now(), _lastSpawn: Date.now(), _combo: 0, _lastPulse: 0, _achievementQueue: [], _tideEvents: [] });
278→ },
279→
280→ tickTide: (now) => {
281→ const s = get();
282→ const tide = s.activeTide;
283→ // 星图「星潮引导」减少间隙
284→ const cm = constellationBonuses(s.constellation ?? []);
285→ const gap = Math.max(15000, TIDE_CONFIG.gap + cm.tideGapDeltaSec * 1000);
286→ // 1) 检查当前星潮是否结束
287→ if (tide && now >= tide.endsAt) {
288→ const endedType = tide.type;
289→ // 寂静期补偿洞见
290→ let silenceCompensation = 0;
291→ if (tide.type === "silence") {
292→ silenceCompensation = computeSilenceCompensation(tide);
293→ }
294→ const newInsights = s.insights + silenceCompensation;
295→ const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { ended: endedType };
296→ if (silenceCompensation > 0) event.silenceCompensation = silenceCompensation;
297→ set({
298→ activeTide: null,
299→ lastTideEnd: now,
300→ insights: newInsights,
301→ // 星潮结束后重算 stats(移除 contactRate/insight 修饰)
302→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: null, constellation: s.constellation }),
303→ _tideEvents: [...s._tideEvents, event],
304→ });
305→ return event;
306→ }
307→ // 2) 检查是否该触发新星潮(间隙已过)
308→ if (!tide) {
309→ const since = now - s.lastTideEnd;
310→ // 首次:以 createdAt 起算 firstDelay;之后以 lastTideEnd 起算 gap
311→ const firstStart = s.lastTideEnd === 0 || s.lastTideEnd <= s.createdAt + 1000;
312→ const need = firstStart ? TIDE_CONFIG.firstDelay : gap;
313→ if (since >= need) {
314→ const type = rollTide();
315→ const newTide: StarTide = {
316→ id: `tide_${now}_${Math.random().toString(36).slice(2, 7)}`,
317→ type,
318→ startedAt: now,
319→ endsAt: now + TIDE_CONFIG.duration,
320→ };
321→ const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { started: type };
322→ // v0.4 编年史:累计遇到的星潮 ID(去重)
323→ const tidesAll = s.starTidesEncountered ?? [];
324→ const tideId = `tide_${type}`;
325→ const newTidesAll = tidesAll.includes(tideId) ? tidesAll : [...tidesAll, tideId];
326→ set({
327→ activeTide: newTide,
328→ starTidesEncountered: newTidesAll,
329→ // 星潮开始后重算 stats(应用 contactRate/insight 修饰)
330→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: newTide, constellation: s.constellation }),
331→ _tideEvents: [...s._tideEvents, event],
332→ });
333→ return event;
334→ }
335→ }
336→ return null;
337→ },
338→
339→ consumeTideEvents: () => {
340→ const s = get();
341→ if (s._tideEvents.length === 0) return [];
342→ const items = s._tideEvents;
343→ set({ _tideEvents: [] });
344→ return items;
345→ },
346→
347→ tick: (now) => {
348→ const s = get();
349→ const dt = Math.max(0, (now - s.lastTick) / 1000);
350→ if (dt <= 0) return;
351→
352→ // 星潮产能修饰(即时乘)
353→ const tideMod = getTideModifiers(s.activeTide);
354→ const effCps = s.crystalsPerSec * tideMod.crystalsPerSecMult;
355→ // 产能累加(仅闲置产能受仓库上限;探险奖励可超出)
356→ const newCrystals =
357→ s.crystals >= s.crystalCap
358→ ? s.crystals // 已达/超上限,不再自动产出
359→ : Math.min(s.crystalCap, s.crystals + effCps * dt);
360→
361→ // 自动产出待解码晶体(每 baseInterval 秒一颗,受技术/飞升略提速)
362→ const bpBoost = 1 + s.blueprints.length * 0.03;
363→ const spawnInterval = (CRYSTAL_SPAWN.baseIntervalSec / bpBoost) * 1000;
364→ let pending = s.pendingCrystals;
365→ let lastSpawn = s._lastSpawn;
366→ if (
367→ now - lastSpawn > spawnInterval &&
368→ pending.length < CRYSTAL_SPAWN.maxPending
369→ ) {
370→ // 星图「晶体富集」提升 T2/T3 概率
371→ const cm = constellationBonuses(s.constellation ?? []);
372→ const tier = rollCrystalTierWithBonus(cm.t2t3BonusRate);
373→ const crystal: Crystal = {
374→ id: `c_${now}_${Math.random().toString(36).slice(2, 7)}`,
375→ tier,
376→ value: CRYSTAL_VALUE[tier].crystals,
377→ createdAt: now,
378→ };
379→ pending = [...pending, crystal];
380→ lastSpawn = now;
381→ }
382→
383→ // 能量恢复(探险系统)
384→ let energy = s.energy;
385→ let lastEnergyTick = s.lastEnergyTick;
386→ if (energy < s.energyMax) {
387→ const regen = computeEnergyRegen(lastEnergyTick, now, energy, s.energyMax);
388→ energy = regen.energy;
389→ lastEnergyTick = regen.lastTick;
390→ } else {
391→ lastEnergyTick = now;
392→ }
393→
394→ set({
395→ crystals: newCrystals,
396→ lastTick: now,
397→ pendingCrystals: pending,
398→ _lastSpawn: lastSpawn,
399→ energy,
400→ lastEnergyTick,
401→ });
402→ },
403→
404→ pulse: () => {
405→ const s = get();
406→ const now = Date.now();
407→ // 连击
408→ let combo = 1;
409→ if (now - s._lastPulse < 1500) {
410→ combo = Math.min(10, s._combo + 1);
411→ }
412→ const mult = 1 + (combo - 1) * 0.15;
413→ // 星潮脉冲威力修饰
414→ const tideMod = getTideModifiers(s.activeTide);
415→ const gain = s.pulsePower * mult * tideMod.pulsePowerMult;
416→ set({
417→ crystals: Math.min(s.crystalCap, s.crystals + gain),
418→ _combo: combo,
419→ _lastPulse: now,
420→ });
421→ // 深空信标:脉冲任务进度 +1
422→ trackBeacon("pulse", 1);
423→ return { gain, combo };
424→ },
425→
426→ startDecode: (crystalId) => {
427→ const s = get();
428→ const crystal = s.pendingCrystals.find((c) => c.id === crystalId);
429→ if (!crystal) return;
430→ const puzzle = generatePuzzle(crystal.tier);
431→ set({
432→ activePuzzle: puzzle,
433→ pendingCrystals: s.pendingCrystals.filter((c) => c.id !== crystalId),
434→ });
435→ },
436→
437→ clickNode: (nodeId) => {
438→ const s = get();
439→ if (!s.activePuzzle) return { ok: false, finished: false, failReason: "无活跃谜题" };
440→ // 深拷贝谜题
441→ const puzzle: DecodePuzzle = JSON.parse(JSON.stringify(s.activePuzzle));
442→ const res = tryClickNode(puzzle, nodeId);
443→ if (res.ok) {
444→ if (res.finished) {
445→ // 结算奖励(星潮解码奖励修饰 + 星图「二周目经验」)
446→ const tideMod = getTideModifiers(s.activeTide);
447→ const cm = constellationBonuses(s.constellation ?? []);
448→ const base = decodeRewards(puzzle.tier, s.insightMult, s.contactRateMult);
449→ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
450→ const rewards = {
451→ crystals: Math.round(base.crystals * finalMult),
452→ insights: Math.round(base.insights * finalMult),
453→ contact: +(base.contact * finalMult).toFixed(2),
454→ };
455→ const newTotal = s.totalDecoded + 1;
456→ const newContact = Math.min(100, s.contact + rewards.contact);
457→ const newInsights = s.insights + rewards.insights;
458→ const newCrystals = s.crystals + rewards.crystals;
459→ // 解锁碎片
460→ const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
461→ const unlocked = checkFragments(tentative);
462→ set({
463→ activePuzzle: null,
464→ crystals: newCrystals,
465→ insights: newInsights,
466→ contact: newContact,
467→ totalDecoded: newTotal,
468→ fragments: tentative.fragments,
469→ });
470→ // 深空信标:解码 +1,洞见累计
471→ trackBeacon("decode", 1);
472→ trackBeacon("insight", rewards.insights);
473→ return { ok: true, finished: true, failReason: unlocked.join(",") || undefined };
474→ }
475→ // 点击成功但未完成:检测当前局面是否仍可解
476→ const solvable = isSolvable(puzzle);
477→ set({ activePuzzle: puzzle });
478→ return { ok: true, finished: false, solvable };
479→ }
480→ return res;
481→ },
482→
483→ undoStep: () => {
484→ const s = get();
485→ if (!s.activePuzzle || s.activePuzzle.path.length === 0) return;
486→ const puzzle: DecodePuzzle = JSON.parse(JSON.stringify(s.activePuzzle));
487→ const lastId = puzzle.path.pop();
488→ if (lastId !== undefined) {
489→ const node = puzzle.grid.find((n) => n.id === lastId);
490→ if (node) node.used = false;
491→ }
492→ set({ activePuzzle: puzzle });
493→ },
494→
495→ retryPuzzle: () => {
496→ const s = get();
497→ if (!s.activePuzzle) return;
498→ set({ activePuzzle: resetPuz(s.activePuzzle) });
499→ },
500→
501→ abandonPuzzle: () => {
502→ const s = get();
503→ if (!s.activePuzzle) return;
504→ // 晶体放回队列末尾
505→ const crystal: Crystal = {
506→ id: `c_${Date.now()}_ret`,
507→ tier: s.activePuzzle.tier,
508→ value: CRYSTAL_VALUE[s.activePuzzle.tier].crystals,
509→ createdAt: Date.now(),
510→ };
511→ set({
512→ activePuzzle: null,
513→ pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
514→ });
515→ },
516→
517→ autoDecodeTick: () => {
518→ const s = get();
519→ if (!s.autoDecode) return;
520→ const now = Date.now();
521→ // 星图「自动校准」减少自动解码周期
522→ const cm = constellationBonuses(s.constellation ?? []);
523→ const interval = Math.max(5000, 12000 + cm.autoDecodeIntervalDeltaSec * 1000);
524→ if (now - s._lastAutoDecode < interval) return;
525→ // 找一颗 T1 晶体自动解码
526→ const idx = s.pendingCrystals.findIndex((c) => c.tier === 1);
527→ if (idx < 0) return;
528→ const crystal = s.pendingCrystals[idx];
529→ const tideMod = getTideModifiers(s.activeTide);
530→ const base = decodeRewards(1, s.insightMult, s.contactRateMult);
531→ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
532→ const rewards = {
533→ crystals: Math.round(base.crystals * finalMult),
534→ insights: Math.round(base.insights * finalMult),
535→ contact: +(base.contact * finalMult).toFixed(2),
536→ };
537→ const newTotal = s.totalDecoded + 1;
538→ const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
539→ checkFragments(tentative);
540→ set({
541→ pendingCrystals: s.pendingCrystals.filter((c) => c.id !== crystal.id),
542→ crystals: s.crystals + rewards.crystals,
543→ insights: s.insights + rewards.insights,
544→ contact: Math.min(100, s.contact + rewards.contact),
545→ totalDecoded: newTotal,
546→ fragments: tentative.fragments,
547→ _lastAutoDecode: now,
548→ });
549→ // 深空信标:自动解码也算进度
550→ trackBeacon("decode", 1);
551→ trackBeacon("insight", rewards.insights);
552→ },
553→
554→ buyTech: (techId) => {
555→ const s = get();
556→ const node = TECH_TREE.find((t) => t.id === techId);
557→ if (!node) return false;
558→ const cur = s.tech[techId] ?? 0;
559→ if (cur >= 1) return false; // v0.1 每节点 1 级
560→ if (s.insights < node.cost) return false;
561→ const newTech = { ...s.tech, [techId]: 1 };
562→ set({
563→ insights: s.insights - node.cost,
564→ tech: newTech,
565→ ...syncStats({ tech: newTech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation }),
566→ });
567→ return true;
568→ },
569→
570→ // ============ 探险系统 ============
571→ startExpedition: () => {
572→ const s = get();
573→ if (s.activeExpedition && !s.activeExpedition.finished) {
574→ return { ok: false, reason: "已有进行中的探险" };
575→ }
576→ if (s.energy < EXPEDITION_CONFIG.energyCost) {
577→ return { ok: false, reason: "能量不足" };
578→ }
579→ const tideMod = getTideModifiers(s.activeTide);
580→ const power = computeExpeditionPower(s) + tideMod.expeditionPowerBonus;
581→ const hp = computeExpeditionHp(s) + tideMod.expeditionHpBonus;
582→ const seed = Math.floor(Math.random() * 1e9);
583→ const expedition = generateExpedition(seed, power, hp);
584→ set({
585→ activeExpedition: expedition,
586→ energy: s.energy - EXPEDITION_CONFIG.energyCost,
587→ totalExpeditions: s.totalExpeditions + 1,
588→ });
589→ return { ok: true };
590→ },
591→
592→ resolveCurrentNode: () => {
593→ const s = get();
594→ if (!s.activeExpedition || s.activeExpedition.finished) return null;
595→ // 深拷贝
596→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
597→ const result = resolveNode(exp);
598→ // 累计奖励
599→ if (result.crystals) exp.rewards.crystals += result.crystals;
600→ if (result.insights) exp.rewards.insights += result.insights;
601→ if (result.contact) exp.rewards.contact += result.contact;
602→ if (result.fragments) exp.rewards.fragments.push(...result.fragments);
603→ if (result.hpDelta) exp.hp = Math.max(0, Math.min(exp.maxHp, exp.hp + result.hpDelta));
604→ // 实时入账(玩家立即获得)
605→ const newCrystals = s.crystals + (result.crystals || 0);
606→ const newInsights = s.insights + (result.insights || 0);
607→ const newContact = Math.min(100, s.contact + (result.contact || 0));
608→ // 碎片解锁
609→ const newFragments = { ...s.fragments };
610→ if (result.fragments) {
611→ for (const fid of result.fragments) newFragments[fid] = true;
612→ }
613→ // 日志
614→ const logEntry = {
615→ expeditionId: exp.id,
616→ nodeType: exp.nodes[exp.currentNode]?.type || "combat",
617→ result: result.log,
618→ rewards: [
619→ result.crystals ? `+${result.crystals}晶体` : "",
620→ result.insights ? `+${result.insights}洞见` : "",
621→ result.contact ? `+${result.contact.toFixed(1)}接触` : "",
622→ result.hpDelta ? `${result.hpDelta > 0 ? "+" : ""}${result.hpDelta}生命` : "",
623→ ].filter(Boolean).join(" "),
624→ timestamp: Date.now(),
625→ };
626→ const newLog = [logEntry, ...s.expeditionLog].slice(0, 30);
627→
628→ if (result.ended) {
629→ // 探险结束(胜利或失败)
630→ exp.finished = true;
631→ }
632→
633→ // v0.4 编年史:击破 BOSS 时累计计数
634→ let bossKills = s.bossKills ?? 0;
635→ if (
636→ result.ended &&
637→ result.endReason === "victory" &&
638→ exp.nodes[exp.currentNode]?.type === "boss"
639→ ) {
640→ bossKills = bossKills + 1;
641→ }
642→
643→ set({
644→ activeExpedition: exp,
645→ crystals: newCrystals,
646→ insights: newInsights,
647→ contact: newContact,
648→ fragments: newFragments,
649→ expeditionLog: newLog,
650→ bossKills,
651→ });
652→ // 深空信标:探险完成(胜负都计)+ 洞见累计 + BOSS 击破
653→ if (result.ended) {
654→ trackBeacon("expedition", 1);
655→ if (result.endReason === "victory" && exp.nodes[exp.currentNode]?.type === "boss") {
656→ trackBeacon("boss", 1);
657→ }
658→ }
659→ if (result.insights) trackBeacon("insight", result.insights);
660→ return result;
661→ },
662→
663→ advanceNode: () => {
664→ const s = get();
665→ if (!s.activeExpedition || s.activeExpedition.finished) return;
666→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
667→ const node = exp.nodes[exp.currentNode];
668→ if (!node || !node.cleared) return; // 当前节点未结算不能前进
669→ if (exp.currentNode >= exp.nodes.length - 1) return;
670→ exp.currentNode++;
671→ set({ activeExpedition: exp });
672→ },
673→
674→ abortExpedition: () => {
675→ const s = get();
676→ if (!s.activeExpedition) return;
677→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
678→ exp.finished = true;
679→ const logEntry = {
680→ expeditionId: exp.id,
681→ nodeType: "rest" as const,
682→ result: "探险队主动撤退,保留已获奖励。",
683→ rewards: "",
684→ timestamp: Date.now(),
685→ };
686→ set({
687→ activeExpedition: exp,
688→ expeditionLog: [logEntry, ...s.expeditionLog].slice(0, 30),
689→ });
690→ },
691→
692→ doPrestige: () => {
693→ const s = get();
694→ if (s.contact < CONTACT.prestigeMin) return null;
695→ const newBp = computeNewBlueprints(s);
696→ const next = performPrestige(s);
697→ // 星图「能量共振」提升上限
698→ const cm = constellationBonuses(next.constellation ?? []);
699→ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
700→ set({
701→ ...next,
702→ energyMax,
703→ ...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements, activeTide: next.activeTide, constellation: next.constellation }),
704→ _lastAutoDecode: Date.now(),
705→ _lastSpawn: Date.now(),
706→ _combo: 0,
707→ _lastPulse: 0,
708→ _tideEvents: [],
709→ });
710→ return { newBp };
711→ },
712→
713→ chooseConstellationPerk: (perkId) => {
714→ const s = get();
715→ if (!s.pendingPerkChoices || !s.pendingPerkChoices.includes(perkId)) return false;
716→ const perk = getPerk(perkId);
717→ if (!perk) return false;
718→ if (s.constellation?.includes(perkId)) return false;
719→ const newConstellation = [...(s.constellation ?? []), perkId];
720→ const cm = constellationBonuses(newConstellation);
721→ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
722→ // v0.4 编年史:回填最近一条 entry 的 perksThisAscension
723→ const chronicle = s.chronicle ?? [];
724→ let newChronicle = chronicle;
725→ if (chronicle.length > 0) {
726→ const lastEntry = chronicle[chronicle.length - 1];
727→ const updatedLast = withPerks(lastEntry, [perkId]);
728→ newChronicle = [...chronicle.slice(0, -1), updatedLast];
729→ }
730→ set({
731→ constellation: newConstellation,
732→ pendingPerkChoices: null,
733→ energyMax,
734→ chronicle: newChronicle,
735→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: newConstellation }),
736→ });
737→ return true;
738→ },
739→
740→ rerollPerkChoices: () => {
741→ const s = get();
742→ if (!s.pendingPerkChoices) return;
743→ const choices = rollPerkChoices(s.constellation ?? []);
744→ if (choices.length > 0) set({ pendingPerkChoices: choices });
745→ },
746→
747→ checkAchievements: () => {
748→ const s = get();
749→ const newlyUnlocked: Achievement[] = [];
750→ const updated = { ...s.achievements };
751→ let crystals = s.crystals;
752→ let insights = s.insights;
753→ let contact = s.contact;
754→ let statsDirty = false;
755→ for (const a of ACHIEVEMENTS) {
756→ if (updated[a.id]) continue;
757→ if (a.check(s)) {
758→ updated[a.id] = true;
759→ newlyUnlocked.push(a);
760→ // 发放即时奖励
761→ if (a.reward.crystals) crystals += a.reward.crystals;
762→ if (a.reward.insights) insights += a.reward.insights;
763→ if (a.reward.contact) contact = Math.min(100, contact + a.reward.contact);
764→ if (a.reward.crystalsPerSecPct || a.reward.insightPct) statsDirty = true;
765→ }
766→ }
767→ if (newlyUnlocked.length === 0) return [];
768→ set({
769→ achievements: updated,
770→ crystals,
771→ insights,
772→ contact,
773→ ...(statsDirty
774→ ? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated, activeTide: s.activeTide, constellation: s.constellation })
775→ : {}),
776→ _achievementQueue: [...s._achievementQueue, ...newlyUnlocked],
777→ });
778→ return newlyUnlocked;
779→ },
780→
781→ consumeAchievementQueue: () => {
782→ const s = get();
783→ if (s._achievementQueue.length === 0) return [];
784→ const items = s._achievementQueue;
785→ set({ _achievementQueue: [] });
786→ return items;
787→ },
788→
789→ canPrestige: () => get().contact >= CONTACT.prestigeMin,
790→
791→ toggleTheme: () => set({ theme: get().theme === "dark" ? "light" : "dark" }),
792→ toggleSound: () => set({ soundOn: !get().soundOn }),
793→
794→ // 深空信标:发放每日挑战奖励(v0.5)
795→ grantBeaconReward: (insights, contact) => {
796→ const s = get();
797→ set({
798→ insights: s.insights + Math.round(insights),
799→ contact: Math.min(100, s.contact + contact),
800→ });
801→ },
802→
803→ // 深空巡航:发放实时玩法奖励(v0.6)
804→ grantCruiseReward: (rewards) => {
805→ const s = get();
806→ const addCrystals = rewards.crystals ?? 0;
807→ const addInsights = rewards.insights ?? 0;
808→ const addContact = rewards.contact ?? 0;
809→ set({
810→ crystals: Math.min(s.crystalCap, s.crystals + addCrystals),
811→ insights: s.insights + Math.round(addInsights),
812→ contact: Math.min(100, s.contact + addContact),
813→ });
814→ },
815→ }),
816→ {
817→ name: "echo-nexus-save-v1",
818→ storage: createJSONStorage(() => localStorage),
819→ // 不持久化临时字段
820→ partialize: (s) => {
821→ const { _lastAutoDecode, _lastSpawn, _combo, _lastPulse, _achievementQueue, _tideEvents, ...rest } = s;
822→ void _lastAutoDecode; void _lastSpawn; void _combo; void _lastPulse; void _achievementQueue; void _tideEvents;
823→ return rest as GameState;
824→ },
825→ }
826→ )
827→);
828→
829→/** 选择器:未解锁碎片中下一个门槛 */
830→export function nextFragmentThreshold(totalDecoded: number): number | null {
831→ for (const f of FRAGMENTS) {
832→ if (totalDecoded < f.threshold) return f.threshold;
833→ }
834→ return null;
835→}
836→
837→export { FRAGMENTS, PRESTIGE, TECH_TREE };
838→
839→// 开发期调试:暴露 store 到 window,便于 QA 测试
840→if (typeof window !== "undefined" && process.env.NODE_ENV !== "production") {
841→ (window as unknown as { __gameStore?: typeof useGameStore }).__gameStore = useGameStore;
842→}
843→