1069 lines
52 KiB
Plaintext
Executable File
1069 lines
52 KiB
Plaintext
Executable File
1→"use client";
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2→// 回响星核 / Echo Nexus — Zustand 游戏状态管理
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3→import { create } from "zustand";
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4→import { persist, createJSONStorage } from "zustand/middleware";
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5→import type {
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6→ GameState,
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7→ Crystal,
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8→ CrystalTier,
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9→ DecodePuzzle,
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10→ ExpeditionResult,
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11→} from "@/lib/game/types";
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12→import {
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13→ INITIAL_STATE,
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14→ TECH_TREE,
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15→ CRYSTAL_VALUE,
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16→ CONTACT,
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17→ CRYSTAL_SPAWN,
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18→ FRAGMENTS,
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19→ PRESTIGE,
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20→} from "@/lib/game/config";
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21→import {
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22→ createInitialState,
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23→ recomputeStats,
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24→ decodeRewards,
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25→ rollCrystalTierWithBonus,
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26→ computeNewBlueprints,
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27→ performPrestige,
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28→} from "@/lib/game/engine";
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29→import {
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30→ generatePuzzle,
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31→ tryClickNode,
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32→ isSolvable,
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33→ resetPuzzle as resetPuz,
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34→} from "@/lib/game/decode";
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35→import {
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36→ generateExpedition,
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37→ resolveNode,
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38→ advanceExpedition,
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39→ computeExpeditionPower,
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40→ computeExpeditionHp,
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41→ computeEnergyRegen,
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42→ EXPEDITION_CONFIG,
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43→} from "@/lib/game/expedition";
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44→import { ACHIEVEMENTS, type Achievement } from "@/lib/game/achievements";
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45→import {
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46→ TIDE_CONFIG,
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47→ rollTide,
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48→ getTideModifiers,
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49→ computeSilenceCompensation,
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50→ type StarTide,
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51→ type TideType,
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52→} from "@/lib/game/starTide";
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53→import {
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54→ getPerk,
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55→ constellationBonuses,
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56→ rollPerkChoices,
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57→} from "@/lib/game/constellation";
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58→import {
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59→ migrateChronicleFields,
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60→ withPerks,
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61→} from "@/lib/game/chronicle";
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62→import {
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63→ generateDailyChallenge,
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64→ loadDailyProgress,
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65→ addBeaconProgress,
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66→ type BeaconDailyChallenge,
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67→ type BeaconDailyProgress,
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68→} from "@/lib/game/beacon";
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69→import { setPendingOfflineReport } from "@/lib/game/offlineReport";
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70→import {
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71→ ATTRIBUTE_HARD_CAP,
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72→ migrateAttributes,
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73→ levelUpCheck,
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74→ getAllBonuses,
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75→ createInitialAttributes,
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76→ createInitialAttributeProgress,
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77→ type AttributeKey,
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78→ type CharacterAttributes,
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79→ type AttributeProgress,
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80→} from "@/lib/game/attributes";
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81→
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82→interface GameActions {
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83→ // 生命周期
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84→ init: () => void;
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85→ loadOnline: () => void;
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86→ hardReset: () => void;
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87→
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88→ // 主循环
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89→ tick: (now: number) => void;
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90→ pulse: () => { gain: number; combo: number } | null;
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91→
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92→ // 星潮
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93→ tickTide: (now: number) => { started?: TideType; ended?: TideType; silenceCompensation?: number } | null;
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94→ consumeTideEvents: () => { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
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95→
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96→ // 解码
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97→ startDecode: (crystalId: string) => void;
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98→ clickNode: (nodeId: number) => { ok: boolean; finished: boolean; solvable?: boolean; failReason?: string };
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99→ undoStep: () => void;
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100→ retryPuzzle: () => void;
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101→ abandonPuzzle: () => void;
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102→ /** 自动解码 T1(技术解锁后由 tick 调用) */
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103→ autoDecodeTick: () => void;
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104→
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105→ // 探险
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106→ startExpedition: () => { ok: boolean; reason?: string };
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107→ resolveCurrentNode: () => ExpeditionResult | null;
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108→ advanceNode: () => void;
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109→ abortExpedition: () => void;
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110→
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111→ // 技术
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112→ buyTech: (techId: string) => boolean;
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113→
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114→ // 飞升
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115→ doPrestige: () => { newBp: number } | null;
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116→
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117→ // 星图天文台
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118→ chooseConstellationPerk: (perkId: string) => boolean;
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119→ rerollPerkChoices: () => void;
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120→
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121→ // 成就
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122→ checkAchievements: () => Achievement[];
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123→ consumeAchievementQueue: () => Achievement[];
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124→
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125→ // 设置
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126→ toggleTheme: () => void;
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127→ toggleSound: () => void;
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128→
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129→ // 深空信标奖励发放(v0.5)
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130→ grantBeaconReward: (insights: number, contact: number) => void;
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131→
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132→ // 深空巡航奖励发放(v0.6 — 实时 Canvas 玩法)
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133→ grantCruiseReward: (rewards: { crystals?: number; insights?: number; contact?: number }) => void;
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134→
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135→ // 角色属性(v0.7 P1)
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136→ allocateAttribute: (attr: AttributeKey, points?: number) => { ok: boolean; leveledUp?: number };
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137→ gainAttributeExp: (attr: AttributeKey, amount: number) => { leveledUp: number; newLevel: number };
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138→
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139→ // 派生
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140→ canPrestige: () => boolean;
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141→}
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142→
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143→type Store = GameState & GameActions & {
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144→ _lastAutoDecode: number;
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145→ _lastSpawn: number;
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146→ _combo: number;
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147→ _lastPulse: number;
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148→ _achievementQueue: Achievement[];
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149→ _tideEvents: { started?: TideType; ended?: TideType; silenceCompensation?: number }[];
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150→};
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151→
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152→/** 计算并写回产能字段 */
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153→function syncStats(state: Partial<GameState>) {
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154→ const s = recomputeStats(state);
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155→ return {
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156→ crystalsPerSec: s.crystalsPerSec,
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157→ crystalCap: s.crystalCap,
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158→ pulsePower: s.pulsePower,
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159→ offlineEff: s.offlineEff,
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160→ insightMult: s.insightMult,
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161→ contactRateMult: s.contactRateMult,
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162→ autoDecode: s.autoDecode,
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163→ decodeStepsBonus: s.decodeStepsBonus,
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164→ };
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165→}
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166→
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167→/**
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168→ * 深空信标进度追踪(v0.5)。
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169→ * 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。
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170→ * 进度独立存储于 localStorage(echo-nexus-beacon-prog-v1),不污染 GameState。
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171→ * @returns 若刚完成则返回 true(供 UI 触发通知)
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172→ */
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173→function trackBeacon(
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174→ type: "pulse" | "decode" | "expedition" | "boss" | "insight",
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175→ delta: number
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176→): boolean {
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177→ if (typeof window === "undefined") return false;
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178→ try {
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179→ const challenge: BeaconDailyChallenge = generateDailyChallenge();
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180→ if (challenge.type !== type) return false;
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181→ const current: BeaconDailyProgress = loadDailyProgress();
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182→ if (current.completedAt !== null) return false; // 已完成不再累加
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183→ const { justCompleted } = addBeaconProgress(current, challenge, delta);
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184→ return justCompleted;
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185→ } catch {
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186→ return false;
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187→ }
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188→}
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189→
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190→/** 检查并解锁叙事碎片 */
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191→function checkFragments(state: GameState): string[] {
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192→ const unlocked: string[] = [];
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193→ for (const f of FRAGMENTS) {
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194→ if (!state.fragments[f.id] && state.totalDecoded >= f.threshold) {
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195→ state.fragments[f.id] = true;
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196→ unlocked.push(f.id);
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197→ }
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198→ }
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199→ return unlocked;
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200→}
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201→
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202→export const useGameStore = create<Store>()(
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203→ persist(
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204→ (set, get) => ({
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205→ ...createInitialState(),
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206→ _lastAutoDecode: Date.now(),
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207→ _lastSpawn: Date.now(),
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208→ _combo: 0,
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209→ _lastPulse: 0,
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210→ _achievementQueue: [],
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211→ _tideEvents: [],
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212→
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213→ init: () => {
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214→ const s = get();
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215→ const now = Date.now();
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216→ // 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
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217→ let activePuzzle = s.activePuzzle;
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218→ if (activePuzzle && !isSolvable(activePuzzle)) {
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219→ // 把晶体放回队列,避免玩家卡死
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220→ const crystal: Crystal = {
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221→ id: `c_${now}_rec`,
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222→ tier: activePuzzle.tier,
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223→ value: CRYSTAL_VALUE[activePuzzle.tier].crystals,
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224→ createdAt: now,
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225→ };
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226→ activePuzzle = null;
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227→ set({
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228→ pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
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229→ });
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230→ }
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231→ // 兼容旧存档:补全 achievements / 星潮 / 星图 字段
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232→ const achievements = s.achievements ?? {};
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233→ const activeTide = s.activeTide ?? null;
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234→ const constellation = s.constellation ?? [];
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235→ const pendingPerkChoices = s.pendingPerkChoices ?? null;
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236→ // v0.4 编年史兼容:补全 chronicle / runStart / bossKills / starTidesEncountered
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237→ const migrated = migrateChronicleFields(s);
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238→ // v0.7 角色属性兼容:补全 attributes / attributeProgress / pendingAttrPoints
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239→ const attrMigrated = migrateAttributes(s);
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240→ // 星图「能量共振」天赋 +1 能量上限
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241→ const cm = constellationBonuses(constellation);
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242→ const energyMax = (INITIAL_STATE.energyMax) + cm.energyMaxBonus;
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243→ // lastTideEnd:0 表示从未触发过星潮(首次游玩),保留 0 让 firstDelay 生效
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244→ const lastTideEndRaw = s.lastTideEnd ?? 0;
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245→ // 若旧存档有已过期的星潮,清掉
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246→ const tide = activeTide && activeTide.endsAt > now ? activeTide : null;
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247→ // 首次进入:补发离线收益
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248→ const elapsed = Math.max(0, (now - s.lastTick) / 1000);
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249→ if (elapsed > 5) {
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250→ const cap = 8 * 3600;
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251→ const secs = Math.min(elapsed, cap);
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252→ const gain = s.crystalsPerSec * secs * s.offlineEff;
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253→ const crystalsBefore = s.crystals;
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254→ const crystalsAfter = Math.min(s.crystalCap, s.crystals + gain);
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255→ // 设置离线报告(v0.5.2):通知 UI 弹出"欢迎回来"对话框
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256→ setPendingOfflineReport({
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257→ elapsedSec: secs,
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258→ rawElapsedSec: elapsed,
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259→ gain: crystalsAfter - crystalsBefore,
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260→ rate: s.crystalsPerSec,
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261→ eff: s.offlineEff,
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262→ capped: elapsed > cap,
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263→ crystalsBefore,
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264→ crystalsAfter,
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265→ crystalCap: s.crystalCap,
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266→ });
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267→ set({
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268→ crystals: crystalsAfter,
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269→ lastTick: now,
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270→ activePuzzle,
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271→ achievements,
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272→ activeTide: tide,
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273→ lastTideEnd: tide ? lastTideEndRaw : lastTideEndRaw,
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274→ constellation,
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275→ pendingPerkChoices,
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276→ energyMax,
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277→ chronicle: migrated.chronicle,
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278→ runStart: migrated.runStart,
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279→ bossKills: migrated.bossKills,
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280→ starTidesEncountered: migrated.starTidesEncountered,
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281→ attributes: attrMigrated.attributes,
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282→ attributeProgress: attrMigrated.attributeProgress,
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283→ pendingAttrPoints: attrMigrated.pendingAttrPoints,
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284→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation, attributes: attrMigrated.attributes }),
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285→ });
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286→ } else {
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287→ 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, attributes: attrMigrated.attributes, attributeProgress: attrMigrated.attributeProgress, pendingAttrPoints: attrMigrated.pendingAttrPoints, ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements, activeTide: tide, constellation, attributes: attrMigrated.attributes }) });
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288→ }
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289→ },
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290→
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291→ loadOnline: () => {
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292→ const s = get();
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293→ set({ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: s.attributes }) });
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294→ },
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295→
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296→ hardReset: () => {
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297→ set({ ...createInitialState(), _lastAutoDecode: Date.now(), _lastSpawn: Date.now(), _combo: 0, _lastPulse: 0, _achievementQueue: [], _tideEvents: [] });
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298→ },
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299→
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300→ tickTide: (now) => {
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301→ const s = get();
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302→ const tide = s.activeTide;
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303→ // 星图「星潮引导」减少间隙
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304→ const cm = constellationBonuses(s.constellation ?? []);
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305→ // v0.7 灵感:星潮触发概率 +X%(缩短间隙)
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306→ const am = getAllBonuses(s.attributes ?? {});
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307→ const tideGapReduction = Math.min(0.3, am.tideTriggerBonus);
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308→ const gap = Math.max(15000, (TIDE_CONFIG.gap + cm.tideGapDeltaSec * 1000) * (1 - tideGapReduction));
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309→ // 1) 检查当前星潮是否结束
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310→ if (tide && now >= tide.endsAt) {
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311→ const endedType = tide.type;
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312→ // 寂静期补偿洞见
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313→ let silenceCompensation = 0;
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314→ if (tide.type === "silence") {
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315→ silenceCompensation = computeSilenceCompensation(tide);
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316→ }
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317→ const newInsights = s.insights + silenceCompensation;
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318→ const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { ended: endedType };
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319→ if (silenceCompensation > 0) event.silenceCompensation = silenceCompensation;
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320→ set({
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321→ activeTide: null,
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322→ lastTideEnd: now,
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323→ insights: newInsights,
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324→ // 星潮结束后重算 stats(移除 contactRate/insight 修饰)
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325→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: null, constellation: s.constellation, attributes: s.attributes }),
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326→ _tideEvents: [...s._tideEvents, event],
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327→ });
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328→ return event;
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329→ }
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330→ // 2) 检查是否该触发新星潮(间隙已过)
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331→ if (!tide) {
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332→ const since = now - s.lastTideEnd;
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333→ // 首次:以 createdAt 起算 firstDelay;之后以 lastTideEnd 起算 gap
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334→ const firstStart = s.lastTideEnd === 0 || s.lastTideEnd <= s.createdAt + 1000;
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335→ const need = firstStart ? TIDE_CONFIG.firstDelay : gap;
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336→ if (since >= need) {
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337→ const type = rollTide();
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338→ const newTide: StarTide = {
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339→ id: `tide_${now}_${Math.random().toString(36).slice(2, 7)}`,
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340→ type,
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341→ startedAt: now,
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342→ endsAt: now + TIDE_CONFIG.duration,
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343→ };
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344→ const event: { started?: TideType; ended?: TideType; silenceCompensation?: number } = { started: type };
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345→ // v0.4 编年史:累计遇到的星潮 ID(去重)
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346→ const tidesAll = s.starTidesEncountered ?? [];
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347→ const tideId = `tide_${type}`;
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348→ const newTidesAll = tidesAll.includes(tideId) ? tidesAll : [...tidesAll, tideId];
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349→ set({
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350→ activeTide: newTide,
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351→ starTidesEncountered: newTidesAll,
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352→ // 星潮开始后重算 stats(应用 contactRate/insight 修饰)
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353→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: newTide, constellation: s.constellation, attributes: s.attributes }),
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354→ _tideEvents: [...s._tideEvents, event],
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355→ });
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356→ return event;
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357→ }
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358→ }
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359→ return null;
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360→ },
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361→
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362→ consumeTideEvents: () => {
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363→ const s = get();
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364→ if (s._tideEvents.length === 0) return [];
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365→ const items = s._tideEvents;
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366→ set({ _tideEvents: [] });
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367→ return items;
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368→ },
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369→
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370→ tick: (now) => {
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371→ const s = get();
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372→ const dt = Math.max(0, (now - s.lastTick) / 1000);
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373→ if (dt <= 0) return;
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374→
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375→ // 星潮产能修饰(即时乘)
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376→ const tideMod = getTideModifiers(s.activeTide);
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377→ const effCps = s.crystalsPerSec * tideMod.crystalsPerSecMult;
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378→ // 产能累加(仅闲置产能受仓库上限;探险奖励可超出)
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379→ const newCrystals =
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380→ s.crystals >= s.crystalCap
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381→ ? s.crystals // 已达/超上限,不再自动产出
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382→ : Math.min(s.crystalCap, s.crystals + effCps * dt);
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383→
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384→ // 自动产出待解码晶体(每 baseInterval 秒一颗,受技术/飞升略提速)
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385→ const bpBoost = 1 + s.blueprints.length * 0.03;
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386→ const spawnInterval = (CRYSTAL_SPAWN.baseIntervalSec / bpBoost) * 1000;
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387→ let pending = s.pendingCrystals;
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388→ let lastSpawn = s._lastSpawn;
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389→ if (
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390→ now - lastSpawn > spawnInterval &&
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391→ pending.length < CRYSTAL_SPAWN.maxPending
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392→ ) {
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393→ // 星图「晶体富集」提升 T2/T3 概率
|
||
394→ const cm = constellationBonuses(s.constellation ?? []);
|
||
395→ const tier = rollCrystalTierWithBonus(cm.t2t3BonusRate);
|
||
396→ const crystal: Crystal = {
|
||
397→ id: `c_${now}_${Math.random().toString(36).slice(2, 7)}`,
|
||
398→ tier,
|
||
399→ value: CRYSTAL_VALUE[tier].crystals,
|
||
400→ createdAt: now,
|
||
401→ };
|
||
402→ pending = [...pending, crystal];
|
||
403→ lastSpawn = now;
|
||
404→ }
|
||
405→
|
||
406→ // 能量恢复(探险系统)
|
||
407→ let energy = s.energy;
|
||
408→ let lastEnergyTick = s.lastEnergyTick;
|
||
409→ if (energy < s.energyMax) {
|
||
410→ const regen = computeEnergyRegen(lastEnergyTick, now, energy, s.energyMax);
|
||
411→ energy = regen.energy;
|
||
412→ lastEnergyTick = regen.lastTick;
|
||
413→ } else {
|
||
414→ lastEnergyTick = now;
|
||
415→ }
|
||
416→
|
||
417→ set({
|
||
418→ crystals: newCrystals,
|
||
419→ lastTick: now,
|
||
420→ pendingCrystals: pending,
|
||
421→ _lastSpawn: lastSpawn,
|
||
422→ energy,
|
||
423→ lastEnergyTick,
|
||
424→ });
|
||
425→ },
|
||
426→
|
||
427→ pulse: () => {
|
||
428→ const s = get();
|
||
429→ const now = Date.now();
|
||
430→ // 连击
|
||
431→ let combo = 1;
|
||
432→ if (now - s._lastPulse < 1500) {
|
||
433→ combo = Math.min(10, s._combo + 1);
|
||
434→ }
|
||
435→ const mult = 1 + (combo - 1) * 0.15;
|
||
436→ // 星潮脉冲威力修饰
|
||
437→ const tideMod = getTideModifiers(s.activeTide);
|
||
438→ // v0.7 灵感:脉冲连击加成 +X%
|
||
439→ const am = getAllBonuses(s.attributes ?? {});
|
||
440→ const comboBonusMult = 1 + am.pulseComboBonus * Math.max(0, combo - 1);
|
||
441→ const gain = s.pulsePower * mult * tideMod.pulsePowerMult * comboBonusMult;
|
||
442→ set({
|
||
443→ crystals: Math.min(s.crystalCap, s.crystals + gain),
|
||
444→ _combo: combo,
|
||
445→ _lastPulse: now,
|
||
446→ });
|
||
447→ // 深空信标:脉冲任务进度 +1
|
||
448→ trackBeacon("pulse", 1);
|
||
449→ // v0.7 角色属性:连击 ≥3 给灵感经验
|
||
450→ if (combo >= 3) {
|
||
451→ const expGain = 1 + Math.floor(combo / 2); // 3 连击=2, 5 连击=3, 10 连击=6
|
||
452→ // 内联经验获取(避免递归调用 set)
|
||
453→ const prog = s.attributeProgress?.inspiration ?? { exp: 0, level: s.attributes?.inspiration ?? 0 };
|
||
454→ const nextExp = prog.exp + expGain;
|
||
455→ const lvlResult = levelUpCheck(
|
||
456→ { exp: nextExp, level: s.attributes?.inspiration ?? 0 },
|
||
457→ ATTRIBUTE_HARD_CAP
|
||
458→ );
|
||
459→ const newAttributes: CharacterAttributes = {
|
||
460→ ...(s.attributes ?? createInitialAttributes()),
|
||
461→ inspiration: lvlResult.newProgress.level,
|
||
462→ };
|
||
463→ const newProgress: AttributeProgress = {
|
||
464→ ...(s.attributeProgress ?? createInitialAttributeProgress()),
|
||
465→ inspiration: lvlResult.newProgress,
|
||
466→ };
|
||
467→ set({
|
||
468→ attributes: newAttributes,
|
||
469→ attributeProgress: newProgress,
|
||
470→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
471→ });
|
||
472→ }
|
||
473→ return { gain, combo };
|
||
474→ },
|
||
475→
|
||
476→ startDecode: (crystalId) => {
|
||
477→ const s = get();
|
||
478→ const crystal = s.pendingCrystals.find((c) => c.id === crystalId);
|
||
479→ if (!crystal) return;
|
||
480→ const puzzle = generatePuzzle(crystal.tier);
|
||
481→ set({
|
||
482→ activePuzzle: puzzle,
|
||
483→ pendingCrystals: s.pendingCrystals.filter((c) => c.id !== crystalId),
|
||
484→ });
|
||
485→ },
|
||
486→
|
||
487→ clickNode: (nodeId) => {
|
||
488→ const s = get();
|
||
489→ if (!s.activePuzzle) return { ok: false, finished: false, failReason: "无活跃谜题" };
|
||
490→ // 深拷贝谜题
|
||
491→ const puzzle: DecodePuzzle = JSON.parse(JSON.stringify(s.activePuzzle));
|
||
492→ const res = tryClickNode(puzzle, nodeId);
|
||
493→ if (res.ok) {
|
||
494→ if (res.finished) {
|
||
495→ // 结算奖励(星潮解码奖励修饰 + 星图「二周目经验」)
|
||
496→ const tideMod = getTideModifiers(s.activeTide);
|
||
497→ const cm = constellationBonuses(s.constellation ?? []);
|
||
498→ const base = decodeRewards(puzzle.tier, s.insightMult, s.contactRateMult);
|
||
499→ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
|
||
500→ const rewards = {
|
||
501→ crystals: Math.round(base.crystals * finalMult),
|
||
502→ insights: Math.round(base.insights * finalMult),
|
||
503→ contact: +(base.contact * finalMult).toFixed(2),
|
||
504→ };
|
||
505→ const newTotal = s.totalDecoded + 1;
|
||
506→ const newContact = Math.min(100, s.contact + rewards.contact);
|
||
507→ const newInsights = s.insights + rewards.insights;
|
||
508→ const newCrystals = s.crystals + rewards.crystals;
|
||
509→ // 解锁碎片
|
||
510→ const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
|
||
511→ const unlocked = checkFragments(tentative);
|
||
512→ // v0.7 角色属性:完成解码给智慧经验(tier 越高经验越多)
|
||
513→ const wisdomExpGain = puzzle.tier * 2;
|
||
514→ const curAttrs = s.attributes ?? createInitialAttributes();
|
||
515→ const curProg = s.attributeProgress ?? createInitialAttributeProgress();
|
||
516→ const progEntry = curProg.wisdom ?? { exp: 0, level: curAttrs.wisdom };
|
||
517→ const wisdomLvl = levelUpCheck(
|
||
518→ { exp: progEntry.exp + wisdomExpGain, level: curAttrs.wisdom },
|
||
519→ ATTRIBUTE_HARD_CAP
|
||
520→ );
|
||
521→ const newAttributes: CharacterAttributes = {
|
||
522→ ...curAttrs,
|
||
523→ wisdom: wisdomLvl.newProgress.level,
|
||
524→ };
|
||
525→ const newProgress: AttributeProgress = {
|
||
526→ ...curProg,
|
||
527→ wisdom: wisdomLvl.newProgress,
|
||
528→ };
|
||
529→ set({
|
||
530→ activePuzzle: null,
|
||
531→ crystals: newCrystals,
|
||
532→ insights: newInsights,
|
||
533→ contact: newContact,
|
||
534→ totalDecoded: newTotal,
|
||
535→ fragments: tentative.fragments,
|
||
536→ attributes: newAttributes,
|
||
537→ attributeProgress: newProgress,
|
||
538→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
539→ });
|
||
540→ // 深空信标:解码 +1,洞见累计
|
||
541→ trackBeacon("decode", 1);
|
||
542→ trackBeacon("insight", rewards.insights);
|
||
543→ return { ok: true, finished: true, failReason: unlocked.join(",") || undefined };
|
||
544→ }
|
||
545→ // 点击成功但未完成:检测当前局面是否仍可解
|
||
546→ const solvable = isSolvable(puzzle);
|
||
547→ set({ activePuzzle: puzzle });
|
||
548→ return { ok: true, finished: false, solvable };
|
||
549→ }
|
||
550→ return res;
|
||
551→ },
|
||
552→
|
||
553→ undoStep: () => {
|
||
554→ const s = get();
|
||
555→ if (!s.activePuzzle || s.activePuzzle.path.length === 0) return;
|
||
556→ const puzzle: DecodePuzzle = JSON.parse(JSON.stringify(s.activePuzzle));
|
||
557→ const lastId = puzzle.path.pop();
|
||
558→ if (lastId !== undefined) {
|
||
559→ const node = puzzle.grid.find((n) => n.id === lastId);
|
||
560→ if (node) node.used = false;
|
||
561→ }
|
||
562→ set({ activePuzzle: puzzle });
|
||
563→ },
|
||
564→
|
||
565→ retryPuzzle: () => {
|
||
566→ const s = get();
|
||
567→ if (!s.activePuzzle) return;
|
||
568→ set({ activePuzzle: resetPuz(s.activePuzzle) });
|
||
569→ },
|
||
570→
|
||
571→ abandonPuzzle: () => {
|
||
572→ const s = get();
|
||
573→ if (!s.activePuzzle) return;
|
||
574→ // 晶体放回队列末尾
|
||
575→ const crystal: Crystal = {
|
||
576→ id: `c_${Date.now()}_ret`,
|
||
577→ tier: s.activePuzzle.tier,
|
||
578→ value: CRYSTAL_VALUE[s.activePuzzle.tier].crystals,
|
||
579→ createdAt: Date.now(),
|
||
580→ };
|
||
581→ set({
|
||
582→ activePuzzle: null,
|
||
583→ pendingCrystals: [...s.pendingCrystals, crystal].slice(-CRYSTAL_SPAWN.maxPending),
|
||
584→ });
|
||
585→ },
|
||
586→
|
||
587→ autoDecodeTick: () => {
|
||
588→ const s = get();
|
||
589→ if (!s.autoDecode) return;
|
||
590→ const now = Date.now();
|
||
591→ // 星图「自动校准」减少自动解码周期
|
||
592→ const cm = constellationBonuses(s.constellation ?? []);
|
||
593→ // v0.7 智慧:自动解码周期 -X%
|
||
594→ const am = getAllBonuses(s.attributes ?? {});
|
||
595→ const baseInterval = 12000 + cm.autoDecodeIntervalDeltaSec * 1000;
|
||
596→ const interval = Math.max(5000, baseInterval * am.autoDecodeIntervalMult);
|
||
597→ if (now - s._lastAutoDecode < interval) return;
|
||
598→ // 找一颗 T1 晶体自动解码
|
||
599→ const idx = s.pendingCrystals.findIndex((c) => c.tier === 1);
|
||
600→ if (idx < 0) return;
|
||
601→ const crystal = s.pendingCrystals[idx];
|
||
602→ const tideMod = getTideModifiers(s.activeTide);
|
||
603→ const base = decodeRewards(1, s.insightMult, s.contactRateMult);
|
||
604→ const finalMult = tideMod.decodeRewardMult * cm.decodeRewardMult;
|
||
605→ const rewards = {
|
||
606→ crystals: Math.round(base.crystals * finalMult),
|
||
607→ insights: Math.round(base.insights * finalMult),
|
||
608→ contact: +(base.contact * finalMult).toFixed(2),
|
||
609→ };
|
||
610→ const newTotal = s.totalDecoded + 1;
|
||
611→ const tentative: GameState = { ...s, totalDecoded: newTotal, fragments: { ...s.fragments } };
|
||
612→ checkFragments(tentative);
|
||
613→ // v0.7 角色属性:自动解码给智慧经验(少量)
|
||
614→ const curAttrs = s.attributes ?? createInitialAttributes();
|
||
615→ const curProg = s.attributeProgress ?? createInitialAttributeProgress();
|
||
616→ const progEntry = curProg.wisdom ?? { exp: 0, level: curAttrs.wisdom };
|
||
617→ const wisdomLvl = levelUpCheck(
|
||
618→ { exp: progEntry.exp + 1, level: curAttrs.wisdom },
|
||
619→ ATTRIBUTE_HARD_CAP
|
||
620→ );
|
||
621→ const newAttributes: CharacterAttributes = {
|
||
622→ ...curAttrs,
|
||
623→ wisdom: wisdomLvl.newProgress.level,
|
||
624→ };
|
||
625→ const newProgress: AttributeProgress = {
|
||
626→ ...curProg,
|
||
627→ wisdom: wisdomLvl.newProgress,
|
||
628→ };
|
||
629→ set({
|
||
630→ pendingCrystals: s.pendingCrystals.filter((c) => c.id !== crystal.id),
|
||
631→ crystals: s.crystals + rewards.crystals,
|
||
632→ insights: s.insights + rewards.insights,
|
||
633→ contact: Math.min(100, s.contact + rewards.contact),
|
||
634→ totalDecoded: newTotal,
|
||
635→ fragments: tentative.fragments,
|
||
636→ _lastAutoDecode: now,
|
||
637→ attributes: newAttributes,
|
||
638→ attributeProgress: newProgress,
|
||
639→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
640→ });
|
||
641→ // 深空信标:自动解码也算进度
|
||
642→ trackBeacon("decode", 1);
|
||
643→ trackBeacon("insight", rewards.insights);
|
||
644→ },
|
||
645→
|
||
646→ buyTech: (techId) => {
|
||
647→ const s = get();
|
||
648→ const node = TECH_TREE.find((t) => t.id === techId);
|
||
649→ if (!node) return false;
|
||
650→ const cur = s.tech[techId] ?? 0;
|
||
651→ if (cur >= 1) return false; // v0.1 每节点 1 级
|
||
652→ if (s.insights < node.cost) return false;
|
||
653→ const newTech = { ...s.tech, [techId]: 1 };
|
||
654→ set({
|
||
655→ insights: s.insights - node.cost,
|
||
656→ tech: newTech,
|
||
657→ ...syncStats({ tech: newTech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: s.attributes }),
|
||
658→ });
|
||
659→ return true;
|
||
660→ },
|
||
661→
|
||
662→ // ============ 探险系统 ============
|
||
663→ startExpedition: () => {
|
||
664→ const s = get();
|
||
665→ if (s.activeExpedition && !s.activeExpedition.finished) {
|
||
666→ return { ok: false, reason: "已有进行中的探险" };
|
||
667→ }
|
||
668→ if (s.energy < EXPEDITION_CONFIG.energyCost) {
|
||
669→ return { ok: false, reason: "能量不足" };
|
||
670→ }
|
||
671→ const tideMod = getTideModifiers(s.activeTide);
|
||
672→ // v0.7 角色属性:探索力 +X% 探险力,勇气 +X 探险生命
|
||
673→ const am = getAllBonuses(s.attributes ?? {});
|
||
674→ const basePower = computeExpeditionPower(s) + tideMod.expeditionPowerBonus;
|
||
675→ const baseHp = computeExpeditionHp(s) + tideMod.expeditionHpBonus;
|
||
676→ const power = Math.round(basePower * am.expeditionPowerMult);
|
||
677→ const hp = baseHp + am.expeditionHpBonus;
|
||
678→ const seed = Math.floor(Math.random() * 1e9);
|
||
679→ const expedition = generateExpedition(seed, power, hp);
|
||
680→ set({
|
||
681→ activeExpedition: expedition,
|
||
682→ energy: s.energy - EXPEDITION_CONFIG.energyCost,
|
||
683→ totalExpeditions: s.totalExpeditions + 1,
|
||
684→ });
|
||
685→ return { ok: true };
|
||
686→ },
|
||
687→
|
||
688→ resolveCurrentNode: () => {
|
||
689→ const s = get();
|
||
690→ if (!s.activeExpedition || s.activeExpedition.finished) return null;
|
||
691→ // 深拷贝
|
||
692→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
|
||
693→ // v0.7 勇气:BOSS 战胜率 +X%(动态提高 RNG 阈值)
|
||
694→ const nodeBefore = exp.nodes[exp.currentNode];
|
||
695→ const isBossNode = nodeBefore?.type === "boss";
|
||
696→ const am = getAllBonuses(s.attributes ?? {});
|
||
697→ const result = isBossNode
|
||
698→ ? resolveNode(exp, () => {
|
||
699→ // 单次 rng() 调用:B% 概率返回 0(必胜),其余情况返回 r-B(保持均匀分布)
|
||
700→ const r = Math.random();
|
||
701→ const b = Math.min(0.95, am.bossWinRateBonus);
|
||
702→ return r < b ? 0 : Math.min(1, r - b);
|
||
703→ })
|
||
704→ : resolveNode(exp);
|
||
705→ // 累计奖励
|
||
706→ if (result.crystals) exp.rewards.crystals += result.crystals;
|
||
707→ if (result.insights) exp.rewards.insights += result.insights;
|
||
708→ if (result.contact) exp.rewards.contact += result.contact;
|
||
709→ if (result.fragments) exp.rewards.fragments.push(...result.fragments);
|
||
710→ if (result.hpDelta) exp.hp = Math.max(0, Math.min(exp.maxHp, exp.hp + result.hpDelta));
|
||
711→ // 实时入账(玩家立即获得)
|
||
712→ const newCrystals = s.crystals + (result.crystals || 0);
|
||
713→ const newInsights = s.insights + (result.insights || 0);
|
||
714→ const newContact = Math.min(100, s.contact + (result.contact || 0));
|
||
715→ // 碎片解锁
|
||
716→ const newFragments = { ...s.fragments };
|
||
717→ if (result.fragments) {
|
||
718→ for (const fid of result.fragments) newFragments[fid] = true;
|
||
719→ }
|
||
720→ // 日志
|
||
721→ const logEntry = {
|
||
722→ expeditionId: exp.id,
|
||
723→ nodeType: nodeBefore?.type || "combat",
|
||
724→ result: result.log,
|
||
725→ rewards: [
|
||
726→ result.crystals ? `+${result.crystals}晶体` : "",
|
||
727→ result.insights ? `+${result.insights}洞见` : "",
|
||
728→ result.contact ? `+${result.contact.toFixed(1)}接触` : "",
|
||
729→ result.hpDelta ? `${result.hpDelta > 0 ? "+" : ""}${result.hpDelta}生命` : "",
|
||
730→ ].filter(Boolean).join(" "),
|
||
731→ timestamp: Date.now(),
|
||
732→ };
|
||
733→ const newLog = [logEntry, ...s.expeditionLog].slice(0, 30);
|
||
734→
|
||
735→ if (result.ended) {
|
||
736→ // 探险结束(胜利或失败)
|
||
737→ exp.finished = true;
|
||
738→ }
|
||
739→
|
||
740→ // v0.4 编年史:击破 BOSS 时累计计数
|
||
741→ let bossKills = s.bossKills ?? 0;
|
||
742→ let bossKilledThisNode = false;
|
||
743→ if (
|
||
744→ result.ended &&
|
||
745→ result.endReason === "victory" &&
|
||
746→ nodeBefore?.type === "boss"
|
||
747→ ) {
|
||
748→ bossKills = bossKills + 1;
|
||
749→ bossKilledThisNode = true;
|
||
750→ }
|
||
751→
|
||
752→ // v0.7 角色属性:战斗胜利给勇气+探索力经验;BOSS 额外奖励
|
||
753→ let newAttributes = s.attributes ?? createInitialAttributes();
|
||
754→ let newProgress = s.attributeProgress ?? createInitialAttributeProgress();
|
||
755→ let statsNeedResync = false;
|
||
756→ // 战斗类节点(combat/boss)且胜利:勇气 + 探索力经验
|
||
757→ const isCombatVictory =
|
||
758→ (nodeBefore?.type === "combat" || nodeBefore?.type === "boss") &&
|
||
759→ !result.ended; // 中途战斗胜利(未结束探险)
|
||
760→ const isExpeditionVictory =
|
||
761→ result.ended && result.endReason === "victory";
|
||
762→ if (isCombatVictory || bossKilledThisNode || isExpeditionVictory) {
|
||
763→ const courageGain = bossKilledThisNode ? 8 : 2;
|
||
764→ const explorationGain = bossKilledThisNode ? 6 : isExpeditionVictory ? 4 : 1;
|
||
765→ const courageLvl = levelUpCheck(
|
||
766→ { exp: newProgress.courage.exp + courageGain, level: newAttributes.courage },
|
||
767→ ATTRIBUTE_HARD_CAP
|
||
768→ );
|
||
769→ const explLvl = levelUpCheck(
|
||
770→ { exp: newProgress.exploration.exp + explorationGain, level: newAttributes.exploration },
|
||
771→ ATTRIBUTE_HARD_CAP
|
||
772→ );
|
||
773→ newAttributes = {
|
||
774→ ...newAttributes,
|
||
775→ courage: courageLvl.newProgress.level,
|
||
776→ exploration: explLvl.newProgress.level,
|
||
777→ };
|
||
778→ newProgress = {
|
||
779→ ...newProgress,
|
||
780→ courage: courageLvl.newProgress,
|
||
781→ exploration: explLvl.newProgress,
|
||
782→ };
|
||
783→ statsNeedResync = true;
|
||
784→ }
|
||
785→
|
||
786→ set({
|
||
787→ activeExpedition: exp,
|
||
788→ crystals: newCrystals,
|
||
789→ insights: newInsights,
|
||
790→ contact: newContact,
|
||
791→ fragments: newFragments,
|
||
792→ expeditionLog: newLog,
|
||
793→ bossKills,
|
||
794→ attributes: newAttributes,
|
||
795→ attributeProgress: newProgress,
|
||
796→ ...(statsNeedResync
|
||
797→ ? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes })
|
||
798→ : {}),
|
||
799→ });
|
||
800→ // 深空信标:探险完成(胜负都计)+ 洞见累计 + BOSS 击破
|
||
801→ if (result.ended) {
|
||
802→ trackBeacon("expedition", 1);
|
||
803→ if (bossKilledThisNode) {
|
||
804→ trackBeacon("boss", 1);
|
||
805→ }
|
||
806→ }
|
||
807→ if (result.insights) trackBeacon("insight", result.insights);
|
||
808→ return result;
|
||
809→ },
|
||
810→
|
||
811→ advanceNode: () => {
|
||
812→ const s = get();
|
||
813→ if (!s.activeExpedition || s.activeExpedition.finished) return;
|
||
814→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
|
||
815→ const node = exp.nodes[exp.currentNode];
|
||
816→ if (!node || !node.cleared) return; // 当前节点未结算不能前进
|
||
817→ if (exp.currentNode >= exp.nodes.length - 1) return;
|
||
818→ exp.currentNode++;
|
||
819→ set({ activeExpedition: exp });
|
||
820→ },
|
||
821→
|
||
822→ abortExpedition: () => {
|
||
823→ const s = get();
|
||
824→ if (!s.activeExpedition) return;
|
||
825→ const exp = JSON.parse(JSON.stringify(s.activeExpedition));
|
||
826→ exp.finished = true;
|
||
827→ const logEntry = {
|
||
828→ expeditionId: exp.id,
|
||
829→ nodeType: "rest" as const,
|
||
830→ result: "探险队主动撤退,保留已获奖励。",
|
||
831→ rewards: "",
|
||
832→ timestamp: Date.now(),
|
||
833→ };
|
||
834→ set({
|
||
835→ activeExpedition: exp,
|
||
836→ expeditionLog: [logEntry, ...s.expeditionLog].slice(0, 30),
|
||
837→ });
|
||
838→ },
|
||
839→
|
||
840→ doPrestige: () => {
|
||
841→ const s = get();
|
||
842→ if (s.contact < CONTACT.prestigeMin) return null;
|
||
843→ const newBp = computeNewBlueprints(s);
|
||
844→ const next = performPrestige(s);
|
||
845→ // 星图「能量共振」提升上限
|
||
846→ const cm = constellationBonuses(next.constellation ?? []);
|
||
847→ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
|
||
848→ set({
|
||
849→ ...next,
|
||
850→ energyMax,
|
||
851→ ...syncStats({ tech: next.tech, blueprints: next.blueprints, achievements: next.achievements, activeTide: next.activeTide, constellation: next.constellation, attributes: next.attributes }),
|
||
852→ _lastAutoDecode: Date.now(),
|
||
853→ _lastSpawn: Date.now(),
|
||
854→ _combo: 0,
|
||
855→ _lastPulse: 0,
|
||
856→ _tideEvents: [],
|
||
857→ });
|
||
858→ return { newBp };
|
||
859→ },
|
||
860→
|
||
861→ chooseConstellationPerk: (perkId) => {
|
||
862→ const s = get();
|
||
863→ if (!s.pendingPerkChoices || !s.pendingPerkChoices.includes(perkId)) return false;
|
||
864→ const perk = getPerk(perkId);
|
||
865→ if (!perk) return false;
|
||
866→ if (s.constellation?.includes(perkId)) return false;
|
||
867→ const newConstellation = [...(s.constellation ?? []), perkId];
|
||
868→ const cm = constellationBonuses(newConstellation);
|
||
869→ const energyMax = INITIAL_STATE.energyMax + cm.energyMaxBonus;
|
||
870→ // v0.4 编年史:回填最近一条 entry 的 perksThisAscension
|
||
871→ const chronicle = s.chronicle ?? [];
|
||
872→ let newChronicle = chronicle;
|
||
873→ if (chronicle.length > 0) {
|
||
874→ const lastEntry = chronicle[chronicle.length - 1];
|
||
875→ const updatedLast = withPerks(lastEntry, [perkId]);
|
||
876→ newChronicle = [...chronicle.slice(0, -1), updatedLast];
|
||
877→ }
|
||
878→ set({
|
||
879→ constellation: newConstellation,
|
||
880→ pendingPerkChoices: null,
|
||
881→ energyMax,
|
||
882→ chronicle: newChronicle,
|
||
883→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: newConstellation, attributes: s.attributes }),
|
||
884→ });
|
||
885→ return true;
|
||
886→ },
|
||
887→
|
||
888→ rerollPerkChoices: () => {
|
||
889→ const s = get();
|
||
890→ if (!s.pendingPerkChoices) return;
|
||
891→ const choices = rollPerkChoices(s.constellation ?? []);
|
||
892→ if (choices.length > 0) set({ pendingPerkChoices: choices });
|
||
893→ },
|
||
894→
|
||
895→ checkAchievements: () => {
|
||
896→ const s = get();
|
||
897→ const newlyUnlocked: Achievement[] = [];
|
||
898→ const updated = { ...s.achievements };
|
||
899→ let crystals = s.crystals;
|
||
900→ let insights = s.insights;
|
||
901→ let contact = s.contact;
|
||
902→ let statsDirty = false;
|
||
903→ for (const a of ACHIEVEMENTS) {
|
||
904→ if (updated[a.id]) continue;
|
||
905→ if (a.check(s)) {
|
||
906→ updated[a.id] = true;
|
||
907→ newlyUnlocked.push(a);
|
||
908→ // 发放即时奖励
|
||
909→ if (a.reward.crystals) crystals += a.reward.crystals;
|
||
910→ if (a.reward.insights) insights += a.reward.insights;
|
||
911→ if (a.reward.contact) contact = Math.min(100, contact + a.reward.contact);
|
||
912→ if (a.reward.crystalsPerSecPct || a.reward.insightPct) statsDirty = true;
|
||
913→ }
|
||
914→ }
|
||
915→ if (newlyUnlocked.length === 0) return [];
|
||
916→ set({
|
||
917→ achievements: updated,
|
||
918→ crystals,
|
||
919→ insights,
|
||
920→ contact,
|
||
921→ ...(statsDirty
|
||
922→ ? syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: updated, activeTide: s.activeTide, constellation: s.constellation, attributes: s.attributes })
|
||
923→ : {}),
|
||
924→ _achievementQueue: [...s._achievementQueue, ...newlyUnlocked],
|
||
925→ });
|
||
926→ return newlyUnlocked;
|
||
927→ },
|
||
928→
|
||
929→ consumeAchievementQueue: () => {
|
||
930→ const s = get();
|
||
931→ if (s._achievementQueue.length === 0) return [];
|
||
932→ const items = s._achievementQueue;
|
||
933→ set({ _achievementQueue: [] });
|
||
934→ return items;
|
||
935→ },
|
||
936→
|
||
937→ canPrestige: () => get().contact >= CONTACT.prestigeMin,
|
||
938→
|
||
939→ toggleTheme: () => set({ theme: get().theme === "dark" ? "light" : "dark" }),
|
||
940→ toggleSound: () => set({ soundOn: !get().soundOn }),
|
||
941→
|
||
942→ // 深空信标:发放每日挑战奖励(v0.5)
|
||
943→ grantBeaconReward: (insights, contact) => {
|
||
944→ const s = get();
|
||
945→ set({
|
||
946→ insights: s.insights + Math.round(insights),
|
||
947→ contact: Math.min(100, s.contact + contact),
|
||
948→ });
|
||
949→ },
|
||
950→
|
||
951→ // 深空巡航:发放实时玩法奖励(v0.6)
|
||
952→ grantCruiseReward: (rewards) => {
|
||
953→ const s = get();
|
||
954→ const addCrystals = rewards.crystals ?? 0;
|
||
955→ const addInsights = rewards.insights ?? 0;
|
||
956→ const addContact = rewards.contact ?? 0;
|
||
957→ // v0.7 角色属性:巡航通关给探索力+勇气经验(按晶体奖励量缩放)
|
||
958→ const totalReward = addCrystals + addInsights * 10 + addContact * 10;
|
||
959→ const expBase = Math.max(2, Math.floor(totalReward / 30));
|
||
960→ const curAttrs = s.attributes ?? createInitialAttributes();
|
||
961→ const curProg = s.attributeProgress ?? createInitialAttributeProgress();
|
||
962→ const explLvl = levelUpCheck(
|
||
963→ { exp: curProg.exploration.exp + expBase, level: curAttrs.exploration },
|
||
964→ ATTRIBUTE_HARD_CAP
|
||
965→ );
|
||
966→ const courageLvl = levelUpCheck(
|
||
967→ { exp: curProg.courage.exp + Math.floor(expBase * 0.6), level: curAttrs.courage },
|
||
968→ ATTRIBUTE_HARD_CAP
|
||
969→ );
|
||
970→ const newAttributes: CharacterAttributes = {
|
||
971→ ...curAttrs,
|
||
972→ exploration: explLvl.newProgress.level,
|
||
973→ courage: courageLvl.newProgress.level,
|
||
974→ };
|
||
975→ const newProgress: AttributeProgress = {
|
||
976→ ...curProg,
|
||
977→ exploration: explLvl.newProgress,
|
||
978→ courage: courageLvl.newProgress,
|
||
979→ };
|
||
980→ set({
|
||
981→ crystals: Math.min(s.crystalCap, s.crystals + addCrystals),
|
||
982→ insights: s.insights + Math.round(addInsights),
|
||
983→ contact: Math.min(100, s.contact + addContact),
|
||
984→ attributes: newAttributes,
|
||
985→ attributeProgress: newProgress,
|
||
986→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
987→ });
|
||
988→ },
|
||
989→
|
||
990→ // ============ 角色属性系统(v0.7 P1) ============
|
||
991→ allocateAttribute: (attr, points = 1) => {
|
||
992→ const s = get();
|
||
993→ const cur = s.attributes ?? createInitialAttributes();
|
||
994→ const curVal = cur[attr] ?? 0;
|
||
995→ if (curVal >= ATTRIBUTE_HARD_CAP) {
|
||
996→ return { ok: false, leveledUp: 0 };
|
||
997→ }
|
||
998→ if ((s.pendingAttrPoints ?? 0) < points) {
|
||
999→ return { ok: false, leveledUp: 0 };
|
||
1000→ }
|
||
1001→ const alloc = Math.min(points, ATTRIBUTE_HARD_CAP - curVal, s.pendingAttrPoints);
|
||
1002→ const newVal = curVal + alloc;
|
||
1003→ const newAttributes: CharacterAttributes = { ...cur, [attr]: newVal };
|
||
1004→ // 同步经验进度 level 字段(保持一致)
|
||
1005→ const curProg = s.attributeProgress ?? createInitialAttributeProgress();
|
||
1006→ const oldProg = curProg[attr] ?? { exp: 0, level: curVal };
|
||
1007→ const newProgress: AttributeProgress = {
|
||
1008→ ...curProg,
|
||
1009→ [attr]: { exp: oldProg.exp, level: newVal },
|
||
1010→ };
|
||
1011→ set({
|
||
1012→ attributes: newAttributes,
|
||
1013→ attributeProgress: newProgress,
|
||
1014→ pendingAttrPoints: s.pendingAttrPoints - alloc,
|
||
1015→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
1016→ });
|
||
1017→ return { ok: true, leveledUp: alloc };
|
||
1018→ },
|
||
1019→
|
||
1020→ gainAttributeExp: (attr, amount) => {
|
||
1021→ const s = get();
|
||
1022→ const cur = s.attributes ?? createInitialAttributes();
|
||
1023→ const curProg = s.attributeProgress ?? createInitialAttributeProgress();
|
||
1024→ const progEntry = curProg[attr] ?? { exp: 0, level: cur[attr] };
|
||
1025→ const result = levelUpCheck(
|
||
1026→ { exp: progEntry.exp + amount, level: cur[attr] },
|
||
1027→ ATTRIBUTE_HARD_CAP
|
||
1028→ );
|
||
1029→ const newAttributes: CharacterAttributes = { ...cur, [attr]: result.newProgress.level };
|
||
1030→ const newProgress: AttributeProgress = {
|
||
1031→ ...curProg,
|
||
1032→ [attr]: result.newProgress,
|
||
1033→ };
|
||
1034→ set({
|
||
1035→ attributes: newAttributes,
|
||
1036→ attributeProgress: newProgress,
|
||
1037→ ...syncStats({ tech: s.tech, blueprints: s.blueprints, achievements: s.achievements, activeTide: s.activeTide, constellation: s.constellation, attributes: newAttributes }),
|
||
1038→ });
|
||
1039→ return { leveledUp: result.levelsGained, newLevel: result.newProgress.level };
|
||
1040→ },
|
||
1041→ }),
|
||
1042→ {
|
||
1043→ name: "echo-nexus-save-v1",
|
||
1044→ storage: createJSONStorage(() => localStorage),
|
||
1045→ // 不持久化临时字段
|
||
1046→ partialize: (s) => {
|
||
1047→ const { _lastAutoDecode, _lastSpawn, _combo, _lastPulse, _achievementQueue, _tideEvents, ...rest } = s;
|
||
1048→ void _lastAutoDecode; void _lastSpawn; void _combo; void _lastPulse; void _achievementQueue; void _tideEvents;
|
||
1049→ return rest as GameState;
|
||
1050→ },
|
||
1051→ }
|
||
1052→ )
|
||
1053→);
|
||
1054→
|
||
1055→/** 选择器:未解锁碎片中下一个门槛 */
|
||
1056→export function nextFragmentThreshold(totalDecoded: number): number | null {
|
||
1057→ for (const f of FRAGMENTS) {
|
||
1058→ if (totalDecoded < f.threshold) return f.threshold;
|
||
1059→ }
|
||
1060→ return null;
|
||
1061→}
|
||
1062→
|
||
1063→export { FRAGMENTS, PRESTIGE, TECH_TREE };
|
||
1064→
|
||
1065→// 开发期调试:暴露 store 到 window,便于 QA 测试
|
||
1066→if (typeof window !== "undefined" && process.env.NODE_ENV !== "production") {
|
||
1067→ (window as unknown as { __gameStore?: typeof useGameStore }).__gameStore = useGameStore;
|
||
1068→}
|
||
1069→ |