210 lines
5.4 KiB
TypeScript
Executable File
210 lines
5.4 KiB
TypeScript
Executable File
// 回响星核 / Echo Nexus — 星潮事件系统(周期性全局玩法修饰)
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//
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// 深空中偶发的「星潮」会短暂改变物理法则,给放置循环注入动态变化。
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// 每 ~40s 间隙后触发一次持续 ~75s 的星潮,6 种类型各有正负效果。
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export type TideType =
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| "crystal" // 晶体潮:产能 ×2
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| "resonance" // 谐振风暴:解码奖励 +60%
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| "ruins" // 遗迹共振:探险力 +5、生命 +30
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| "void" // 虚空低语:洞见 ×2
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| "core" // 星核悸动:接触率 ×3、脉冲 ×2
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| "silence"; // 寂静期:产能 ×0.5,但结束时补偿洞见
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export interface StarTide {
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type: TideType;
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startedAt: number;
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endsAt: number;
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/** 唯一 id,用于 React key */
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id: string;
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}
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export interface TideModifiers {
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crystalsPerSecMult: number;
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decodeRewardMult: number;
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insightMultAdd: number; // 加到 insightMult(百分比,0.5 = +50%)
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contactRateMult: number;
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pulsePowerMult: number;
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expeditionPowerBonus: number;
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expeditionHpBonus: number;
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/** 寂静期结束时补偿的洞见(按持续秒数) */
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silenceInsightPerSec?: number;
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}
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export const TIDE_CONFIG = {
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/** 星潮持续时间(毫秒) */
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duration: 75000,
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/** 星潮之间的间隙(毫秒) */
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gap: 40000,
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/** 首次星潮触发延迟(毫秒,从 init 起) */
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firstDelay: 30000,
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};
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export const TIDE_EVENTS: Record<
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TideType,
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{
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name: string;
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desc: string;
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color: string;
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glow: string;
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icon: string;
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/** 是否负面事件(影响 UI 提示语气) */
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negative: boolean;
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}
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> = {
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crystal: {
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name: "晶体潮",
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desc: "深空晶体涌动,采矿产能翻倍",
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color: "#34d399",
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glow: "rgba(52,211,153,0.5)",
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icon: "✺",
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negative: false,
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},
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resonance: {
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name: "谐振风暴",
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desc: "共振序列被放大,解码奖励 +60%",
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color: "#fb7185",
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glow: "rgba(251,113,133,0.5)",
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icon: "❖",
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negative: false,
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},
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ruins: {
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name: "遗迹共振",
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desc: "远古遗迹苏醒,探险力 +5、生命 +30",
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color: "#fbbf24",
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glow: "rgba(251,191,36,0.5)",
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icon: "⬢",
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negative: false,
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},
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void: {
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name: "虚空低语",
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desc: "虚空传来回响,洞见获取翻倍",
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color: "#e879f9",
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glow: "rgba(232,121,249,0.5)",
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icon: "✷",
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negative: false,
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},
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core: {
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name: "星核悸动",
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desc: "星核震荡,接触率 ×3、脉冲威力 ×2",
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color: "#a5f3fc",
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glow: "rgba(165,243,252,0.5)",
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icon: "✦",
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negative: false,
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},
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silence: {
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name: "寂静期",
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desc: "虚空沉寂,产能减半;结束时按时长补偿洞见",
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color: "#94a3b8",
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glow: "rgba(148,163,184,0.5)",
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icon: "◌",
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negative: true,
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},
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};
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/** 权重表(寂静期概率略低) */
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const TIDE_WEIGHTS: Record<TideType, number> = {
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crystal: 22,
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resonance: 20,
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ruins: 16,
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void: 18,
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core: 14,
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silence: 10,
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};
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export function rollTide(rng: () => number = Math.random): TideType {
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const total = Object.values(TIDE_WEIGHTS).reduce((a, b) => a + b, 0);
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let r = rng() * total;
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for (const k of Object.keys(TIDE_WEIGHTS) as TideType[]) {
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r -= TIDE_WEIGHTS[k];
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if (r <= 0) return k;
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}
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return "crystal";
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}
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/** 计算当前星潮的修饰器 */
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export function getTideModifiers(tide: StarTide | null): TideModifiers {
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if (!tide) {
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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}
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switch (tide.type) {
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case "crystal":
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return {
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crystalsPerSecMult: 2,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "resonance":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1.6,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "ruins":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 5,
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expeditionHpBonus: 30,
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};
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case "void":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 1, // insightMult 翻倍(+100%)
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "core":
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return {
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crystalsPerSecMult: 1,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 3,
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pulsePowerMult: 2,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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};
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case "silence":
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return {
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crystalsPerSecMult: 0.5,
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decodeRewardMult: 1,
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insightMultAdd: 0,
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contactRateMult: 1,
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pulsePowerMult: 1,
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expeditionPowerBonus: 0,
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expeditionHpBonus: 0,
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silenceInsightPerSec: 0.4,
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};
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}
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}
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/** 寂静期结束时的洞见补偿 */
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export function computeSilenceCompensation(tide: StarTide): number {
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const mod = getTideModifiers(tide);
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if (!mod.silenceInsightPerSec) return 0;
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const secs = (tide.endsAt - tide.startedAt) / 1000;
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return Math.round(mod.silenceInsightPerSec * secs);
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}
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