// 回响星核 / Echo Nexus — 星图天文台:飞升后元进程(Meta-Progression) // 设计动机:回应 Issue #1「就一直连连看?」——飞升后玩家从 3 个随机星座天赋中选 1, // 跨周目永久生效。增加策略选择 + 视觉变化(动态星图)。 import type { GameState } from "./types"; /** 星座天赋类别(6 类,每类 3 个天赋 = 18 个) */ export type ConstellationCategory = | "mining" // 翠 - 采矿 | "decoding" // 玫 - 解码 | "expedition" // 琥 - 探险 | "contact" // 紫 - 接触 | "economy" // 灰 - 经济 | "cosmic"; // 金 - 宇宙 /** 天赋效果(聚合到 recomputeStats 或具体动作处) */ export interface ConstellationPerk { id: string; category: ConstellationCategory; name: string; desc: string; /** 顺序序号(同类别 1/2/3,决定星座内的位置) */ order: number; } /** 类别可视化(用于 Canvas 与 CSS) */ export const CONSTELLATION_CATEGORY_META: Record< ConstellationCategory, { name: string; color: string; glow: string; hex: string; icon: string; desc: string } > = { mining: { name: "永动矿脉", color: "emerald", glow: "rgba(52,211,153,0.55)", hex: "#34d399", icon: "Pickaxe", desc: "晶体产能与仓储" }, decoding: { name: "光谱矩阵", color: "rose", glow: "rgba(251,113,133,0.55)", hex: "#fb7185", icon: "ScanLine", desc: "解码效率与脉冲" }, expedition: { name: "远征星图", color: "amber", glow: "rgba(251,191,36,0.55)", hex: "#fbbf24", icon: "Rocket", desc: "探险力与生命" }, contact: { name: "接触回响", color: "fuchsia", glow: "rgba(232,121,249,0.55)", hex: "#e879f9", icon: "Sparkles", desc: "接触进度与飞升" }, economy: { name: "虚空市场", color: "slate", glow: "rgba(148,163,184,0.55)", hex: "#94a3b8", icon: "Coins", desc: "经济与离线" }, cosmic: { name: "宇宙回响", color: "amber", glow: "rgba(251,191,36,0.55)", hex: "#fcd34d", icon: "Star", desc: "全局综合增益" }, }; /** 18 个星座天赋(6 类 × 3) */ export const CONSTELLATION_PERKS: ConstellationPerk[] = [ // 翠 · 永动矿脉 { id: "c_min_1", category: "mining", order: 1, name: "永动钻头", desc: "晶体/秒 +20%" }, { id: "c_min_2", category: "mining", order: 2, name: "深井网络", desc: "仓库上限 +50%" }, { id: "c_min_3", category: "mining", order: 3, name: "谐振熔炉", desc: "主动脉冲威力 +50%" }, // 玫 · 光谱矩阵 { id: "c_dec_1", category: "decoding", order: 1, name: "光谱记忆", desc: "洞见倍率 +15%" }, { id: "c_dec_2", category: "decoding", order: 2, name: "步幅延展", desc: "解码步数上限 +1" }, { id: "c_dec_3", category: "decoding", order: 3, name: "自动校准", desc: "自动解码周期 -3s" }, // 琥 · 远征星图 { id: "c_exp_1", category: "expedition", order: 1, name: "维生护盾", desc: "探险生命 +25%" }, { id: "c_exp_2", category: "expedition", order: 2, name: "信标矩阵", desc: "探险力 +20%" }, { id: "c_exp_3", category: "expedition", order: 3, name: "能量共振", desc: "能量上限 +1" }, // 紫 · 接触回响 { id: "c_con_1", category: "contact", order: 1, name: "接触共鸣", desc: "接触进度率 +20%" }, { id: "c_con_2", category: "contact", order: 2, name: "飞升加速", desc: "飞升所需接触 -10" }, { id: "c_con_3", category: "contact", order: 3, name: "蓝图回响", desc: "每个蓝图额外 +2% 全属性" }, // 灰 · 虚空市场 { id: "c_eco_1", category: "economy", order: 1, name: "离线缓存", desc: "离线效率 +15%" }, { id: "c_eco_2", category: "economy", order: 2, name: "晶体富集", desc: "T2/T3 晶体出现率 +8%" }, { id: "c_eco_3", category: "economy", order: 3, name: "星潮引导", desc: "星潮间隙 -10s" }, // 金 · 宇宙回响 { id: "c_cos_1", category: "cosmic", order: 1, name: "飞升礼包", desc: "每次飞升后获得 +30 晶体 / +5 洞见" }, { id: "c_cos_2", category: "cosmic", order: 2, name: "二周目经验", desc: "解码奖励 +10%" }, { id: "c_cos_3", category: "cosmic", order: 3, name: "全息共振", desc: "所有产能与脉冲 +8%" }, ]; /** 由 ID 取天赋 */ export function getPerk(id: string): ConstellationPerk | undefined { return CONSTELLATION_PERKS.find((p) => p.id === id); } /** 聚合玩家已解锁天赋的总修饰器(供 recomputeStats / 具体动作使用) */ export interface ConstellationModifiers { crystalsPerSecMult: number; crystalCapMult: number; pulsePowerMult: number; insightMultAdd: number; decodeStepsBonus: number; autoDecodeIntervalDeltaSec: number; expeditionHpMult: number; expeditionPowerMult: number; energyMaxBonus: number; contactRateMult: number; prestigeContactMinDelta: number; perBlueprintAllStatsPct: number; offlineEffBonus: number; t2t3BonusRate: number; tideGapDeltaSec: number; prestigeStartCrystals: number; prestigeStartInsights: number; decodeRewardMult: number; allProductionMult: number; } export function constellationBonuses(perks: string[]): ConstellationModifiers { const owned = new Set(perks); const m: ConstellationModifiers = { crystalsPerSecMult: 1, crystalCapMult: 1, pulsePowerMult: 1, insightMultAdd: 0, decodeStepsBonus: 0, autoDecodeIntervalDeltaSec: 0, expeditionHpMult: 1, expeditionPowerMult: 1, energyMaxBonus: 0, contactRateMult: 1, prestigeContactMinDelta: 0, perBlueprintAllStatsPct: 0, offlineEffBonus: 0, t2t3BonusRate: 0, tideGapDeltaSec: 0, prestigeStartCrystals: 0, prestigeStartInsights: 0, decodeRewardMult: 1, allProductionMult: 1, }; if (owned.has("c_min_1")) m.crystalsPerSecMult += 0.2; if (owned.has("c_min_2")) m.crystalCapMult += 0.5; if (owned.has("c_min_3")) m.pulsePowerMult += 0.5; if (owned.has("c_dec_1")) m.insightMultAdd += 0.15; if (owned.has("c_dec_2")) m.decodeStepsBonus += 1; if (owned.has("c_dec_3")) m.autoDecodeIntervalDeltaSec -= 3; if (owned.has("c_exp_1")) m.expeditionHpMult += 0.25; if (owned.has("c_exp_2")) m.expeditionPowerMult += 0.2; if (owned.has("c_exp_3")) m.energyMaxBonus += 1; if (owned.has("c_con_1")) m.contactRateMult += 0.2; if (owned.has("c_con_2")) m.prestigeContactMinDelta -= 10; if (owned.has("c_con_3")) m.perBlueprintAllStatsPct += 2; if (owned.has("c_eco_1")) m.offlineEffBonus += 0.15; if (owned.has("c_eco_2")) m.t2t3BonusRate += 0.08; if (owned.has("c_eco_3")) m.tideGapDeltaSec -= 10; if (owned.has("c_cos_1")) { m.prestigeStartCrystals += 30; m.prestigeStartInsights += 5; } if (owned.has("c_cos_2")) m.decodeRewardMult += 0.1; if (owned.has("c_cos_3")) m.allProductionMult += 0.08; return m; } /** 生成 3 个可选天赋(从未拥有的中随机抽取,保证类别多样性) */ export function rollPerkChoices( owned: string[], rng: () => number = Math.random ): string[] { const ownedSet = new Set(owned); const pool = CONSTELLATION_PERKS.filter((p) => !ownedSet.has(p.id)); if (pool.length === 0) return []; // 洗牌 const shuffled = [...pool].sort(() => rng() - 0.5); // 取前 3 个,但尽量保证不同类别 const picked: ConstellationPerk[] = []; const usedCats = new Set(); // 第一轮:每类最多 1 个 for (const p of shuffled) { if (picked.length >= 3) break; if (!usedCats.has(p.category)) { picked.push(p); usedCats.add(p.category); } } // 第二轮:补齐 for (const p of shuffled) { if (picked.length >= 3) break; if (!picked.includes(p)) picked.push(p); } return picked.slice(0, 3).map((p) => p.id); } /** 给定类别取该类别内已解锁的天赋 order 数 */ export function countUnlockedInCategory(perks: string[], cat: ConstellationCategory): number { const owned = new Set(perks); return CONSTELLATION_PERKS.filter((p) => p.category === cat && owned.has(p.id)).length; } /** 计算总进度(已解锁 / 18) */ export function constellationProgress(perks: string[]): { unlocked: number; total: number } { return { unlocked: perks.length, total: CONSTELLATION_PERKS.length }; } /** 飞升所需接触进度(受天赋影响) */ export function computePrestigeContactMin(state: GameState): number { const c = constellationBonuses(state.constellation ?? []); return Math.max(60, 100 + c.prestigeContactMinDelta); } /** 星图布局:6 个星座中心点(极坐标转笛卡尔) */ export function getConstellationLayout(centerX: number, centerY: number, radius: number) { const cats: ConstellationCategory[] = ["mining", "decoding", "expedition", "contact", "economy", "cosmic"]; return cats.map((cat, i) => { // 六边形布局:每 60° 一个 const angle = (Math.PI / 3) * i - Math.PI / 2; // 顶部为第一个 return { category: cat, cx: centerX + radius * Math.cos(angle), cy: centerY + radius * Math.sin(angle), meta: CONSTELLATION_CATEGORY_META[cat], }; }); } /** 取某类别内 3 个星点的局部坐标(相对星座中心) */ export function getStarsInCategory(cat: ConstellationCategory, cx: number, cy: number, scale = 1) { const perks = CONSTELLATION_PERKS.filter((p) => p.category === cat).sort((a, b) => a.order - b.order); return perks.map((p, i) => { // 三角形排布:order 1 顶点,2/3 底部 const localY = i === 0 ? -22 * scale : 14 * scale; const localX = i === 0 ? 0 : (i === 1 ? -18 * scale : 18 * scale); return { perk: p, x: cx + localX, y: cy + localY, }; }); }