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| author | Somhairle H. Marisol <[email protected]> | 2026-09-29 00:24:08 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-29 00:24:08 +0800 |
| commit | a59a4bbe1ab45adb29d1367995230d3f09847d9b (patch) | |
| tree | 9570b3c7168a6252920138e380e2a9d9cb6f9acf /src/LivingVillage.Desktop | |
| parent | 80c99bc9251e4ca6304761ef9bd88f2724642278 (diff) | |
| download | living-village-a59a4bbe1ab45adb29d1367995230d3f09847d9b.tar.gz | |
p55: 当日任务经济闭环——设计口径物品报酬入账(夜捕鱼×2/送粮食物×1, 其余不发) + 连续完成天数(streak 跨日保留/漏完成清零) + v3 streak 尾段与 save(None) 兼容 + LV_P55_SHOT 证据
Diffstat (limited to 'src/LivingVillage.Desktop')
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 90 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/Interaction.fs | 4 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/PlayerTrade.fs | 28 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/TaskRuntime.fs | 36 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/WorldBootstrap.fs | 10 |
5 files changed, 133 insertions, 35 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index 284c246..8162351 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -373,6 +373,13 @@ type LivingVillageGame() as this = let mutable p54Step = 0 let mutable p54PendingName = "" let mutable p54Pending = false + // P55 证据钩子:LV_P55_SHOT=1 时以农夫真实开局,跳到第 3 日(当日任务=送粮), + // 走「面板(待接受) → 接受 → 真实卖出 Food(送粮完成,设计口径 +食物×1)→ 面板(已完成)」, + // 打印 streak/背包/反馈,供 analyze 脚本核验报酬入账与连续天数。 + let p55ShotMode = Environment.GetEnvironmentVariable("LV_P55_SHOT") = "1" + let mutable p55Step = 0 + let mutable p55PendingName = "" + let mutable p55Pending = false let mutable autoplayFrames = 0 let mutable flowStep = 0 let mutable flowHold = 0 @@ -1307,6 +1314,77 @@ type LivingVillageGame() as this = p54PendingName taskText (M5Interaction.panelName m5View) m5View.Status bag p54Step <- p54Step + 1 + /// P55 证据:跳到第 3 日(送粮)→ 面板(待接受) → 接受 → 真实卖出 Food(完成 +食物×1)。 + member private this.PrepareP55Shot () = + let setDay3Noon () = + let tick = 3L * Sim.ticksPerDay + M6Presentation.resolveStartTick (Some 12.0) false + world <- { world with Tick = tick; Time = float tick * Sim.dtSeconds } + let ask (command: M5Command) = + let nextWorld, nextView = M5Interaction.apply command world m5View + world <- nextWorld + m5View <- nextView + if not p55Pending then + match p55Step with + | 0 -> + setDay3Noon () + // 用真实跨日刷新把当日任务推进到第 3 日(seed 42/农夫 = 送粮)。 + match m5View.Task with + | Some state -> m5View <- { m5View with Task = Some(WorldBootstrap.refreshOccupationToday 42UL state world.Tick) } + | None -> () + let npc = world.Npcs.[0] + world <- { world with Avatar = { world.Avatar with Pos = npc.Pos } } + ask M5Command.ShowTaskPanel + this.CenterCamera() + p55PendingName <- "p55-task-offered" + p55Pending <- true + | 1 -> + ask M5Command.AcceptTask + p55PendingName <- "p55-task-active" + p55Pending <- true + | 2 -> + ask M5Command.ClosePanel + ask M5Command.Interact + ask M5Command.SellToTarget + p55PendingName <- "p55-reward" + p55Pending <- true + | 3 -> + ask M5Command.ShowTaskPanel + p55PendingName <- "p55-task-done" + p55Pending <- true + | _ -> + printfn "p55-shot=done" + this.Exit() + + /// P55 证据:落盘并打印模板/状态/streak/背包/反馈。 + member private this.CaptureP55Shot () = + if p55Pending then + p55Pending <- false + System.IO.Directory.CreateDirectory recordDirectory |> ignore + this.SaveBackBuffer(sprintf "%s/%s.png" recordDirectory p55PendingName) + let stateText (state: Occupation.TaskState) = + match state with + | Occupation.Offered -> "offered" + | Occupation.Active -> "active" + | Occupation.Done -> "done" + | Occupation.Failed -> "failed" + let templateText, taskState, streak = + match m5View.Task with + | None -> "none", "none", 0 + | Some state -> + (match state.Today with + | Some task -> Occupation.taskNameOf task.TemplateId, stateText task.State, state.Streak + | None -> "none", "none", state.Streak) + let bag = + match m5View.Task with + | None -> "-" + | Some state -> + state.Backpack + |> List.map (fun (item, quantity) -> sprintf "%A=%d" item quantity) + |> String.concat ";" + printfn "p55-shot=%s template=%s state=%s streak=%d panel=%s status=%s bag=[%s]" + p55PendingName templateText taskState streak (M5Interaction.panelName m5View) m5View.Status bag + p55Step <- p55Step + 1 + /// P53 证据:真实录制提示出现/消失序列(远处 → 靠近 → 互动 → 关闭+离开)。 member private this.PrepareP53Recording () = let setHour (hour: float) = @@ -1844,6 +1922,16 @@ type LivingVillageGame() as this = else this.DispatchMenuInput Confirm elif menu.Page = Playing then this.PrepareP54Shot() + elif p55ShotMode then + if menu.Page = MainMenu then + this.DispatchMenuInput Confirm + elif menu.Page = OccupationSelect then + let targetIndex = + MenuState.occupationOptions |> List.findIndex (fun option -> option = Some Occupation.Farmer) + if menu.Selected <> targetIndex then this.DispatchMenuInput Down + else this.DispatchMenuInput Confirm + elif menu.Page = Playing then + this.PrepareP55Shot() elif menu.Page = Playing then this.UpdatePlaying gameTime kb pressed pressedAny elif menuShotMode then @@ -2263,6 +2351,8 @@ type LivingVillageGame() as this = this.CaptureP53Recording() if p54ShotMode && menu.Page = Playing then this.CaptureP54Shot() + if p55ShotMode && menu.Page = Playing then + this.CaptureP55Shot() /// 启动画面:分层天色 + 屋脊/水面剪影 + 标题淡入上浮 + 跳过提示,全部为帧计数纯函数。 member private this.DrawSplash() = diff --git a/src/LivingVillage.Desktop/Interaction.fs b/src/LivingVillage.Desktop/Interaction.fs index 68f90d7..75575dd 100644 --- a/src/LivingVillage.Desktop/Interaction.fs +++ b/src/LivingVillage.Desktop/Interaction.fs @@ -442,8 +442,8 @@ module M5Interaction = let outcome = if command = BuyFromTarget then PlayerTrade.buyFood view.Task menu.Target world else PlayerTrade.sellFirst view.Task menu.Target world - // P54:交易完成当日任务时把短中文反馈一并带出。 - let taskMessage = TaskRuntime.completedMessage view.Task outcome.Occupation + // P54/P55:交易完成当日任务时把(含奖励的)短中文反馈一并带出。 + let taskMessage = TaskRuntime.completedMessageWithReward view.Task outcome.Occupation outcome.Reward outcome.World, { view with Panel = WorldPanel diff --git a/src/LivingVillage.Desktop/PlayerTrade.fs b/src/LivingVillage.Desktop/PlayerTrade.fs index 540445d..407536c 100644 --- a/src/LivingVillage.Desktop/PlayerTrade.fs +++ b/src/LivingVillage.Desktop/PlayerTrade.fs @@ -23,15 +23,12 @@ module PlayerTrade = Succeeded: bool /// 成交时的职业偏置后单位价(失败为 None)。 UnitPrice: float32 option + /// P55:本次交易若完成当日任务,设计口径发放的物品奖励。 + Reward: (ItemKind * int) option /// 面向 HUD 的短中文反馈。 Message: string } - let private itemName (item: ItemKind) : string = - match item with - | Food -> "食物" - | Fish -> "鱼" - | Spice -> "香料" - | Scroll -> "卷轴" + let private itemName (item: ItemKind) : string = Occupation.itemNameOf item let private quantityOf (item: ItemKind) (inventory: Map<ItemKind, int>) : int = inventory |> Map.tryFind item |> Option.defaultValue 0 @@ -112,12 +109,13 @@ module PlayerTrade = | _ -> sprintf "trade tick=%d" world.Tick } Sim.appendAnnal entry { world with Events = world.Events @ [ event ] } - /// P54:交易事件同时推进当日任务(Offered 须先接受;判定走 Kernel 纯函数)。 - let private advanceOccupation (event: InteractionEvent) (occupation: Occupation.State) : Occupation.State = - Occupation.advanceTask event occupation + /// P54/P55:交易事件同时推进当日任务(Offered 须先接受;判定走 Kernel 纯函数), + /// 并把任务的物品奖励一并返回。 + let private advanceOccupation (event: InteractionEvent) (occupation: Occupation.State) : Occupation.State * (ItemKind * int) option = + Occupation.advanceTaskWithReward event occupation let private failure (state: Occupation.State option) (world: World) (message: string) : Outcome = - { World = world; Occupation = state; Succeeded = false; UnitPrice = None; Message = message } + { World = world; Occupation = state; Succeeded = false; UnitPrice = None; Reward = None; Message = message } /// 玩家向 `counterparty` 买入 `quantity` 件 `item`。 let buy @@ -163,13 +161,14 @@ module PlayerTrade = |> (fun w -> { w with Avatar = { w.Avatar with Mind = avatarMind } }) |> replaceNpc updatedSeller |> recordTrade tradeEvent - let nextOccupation = - { occupation with Backpack = changeBackpack item quantity occupation.Backpack } + let nextOccupation, reward = + ({ occupation with Backpack = changeBackpack item quantity occupation.Backpack }) |> advanceOccupation tradeEvent { World = nextWorld Occupation = Some nextOccupation Succeeded = true UnitPrice = Some unitPrice + Reward = reward Message = sprintf "买入%s ×%d,单价 %.2f" (itemName item) quantity unitPrice } /// 玩家向 `counterparty` 卖出 `quantity` 件 `item`(须在背包内)。 @@ -216,13 +215,14 @@ module PlayerTrade = |> (fun w -> { w with Avatar = { w.Avatar with Mind = avatarMind } }) |> replaceNpc updatedBuyer |> recordTrade tradeEvent - let nextOccupation = - { occupation with Backpack = changeBackpack item -quantity occupation.Backpack } + let nextOccupation, reward = + ({ occupation with Backpack = changeBackpack item -quantity occupation.Backpack }) |> advanceOccupation tradeEvent { World = nextWorld Occupation = Some nextOccupation Succeeded = true UnitPrice = Some unitPrice + Reward = reward Message = sprintf "卖出%s ×%d,单价 %.2f" (itemName item) quantity unitPrice } /// HUD 入口:向 `counterparty` 买 1 件食物。 diff --git a/src/LivingVillage.Desktop/TaskRuntime.fs b/src/LivingVillage.Desktop/TaskRuntime.fs index 75675aa..efc57f3 100644 --- a/src/LivingVillage.Desktop/TaskRuntime.fs +++ b/src/LivingVillage.Desktop/TaskRuntime.fs @@ -9,10 +9,21 @@ open LivingVillage.Kernel /// (其内部是 `satisfiesCompletion`),绝不按日历索引硬编码计数。 module TaskRuntime = - let private completionMessage (before: Occupation.DailyTask option) (after: Occupation.DailyTask option) : string option = + /// 完成短中文反馈:有设计口径物品奖励时带「+物品×数量」。 + let completionText (task: Occupation.DailyTask) (reward: (Sim.ItemKind * int) option) : string = + let headline = sprintf "任务完成:%s" (Occupation.taskNameOf task.TemplateId) + match reward with + | Some(item, quantity) -> sprintf "%s +%s×%d" headline (Occupation.itemNameOf item) quantity + | None -> headline + + let private completionMessage + (before: Occupation.DailyTask option) + (after: Occupation.DailyTask option) + (reward: (Sim.ItemKind * int) option) + : string option = match before, after with | Some previous, Some current when previous.State = Occupation.Active && current.State = Occupation.Done -> - Some(sprintf "任务完成:%s" (Occupation.taskNameOf current.TemplateId)) + Some(completionText current reward) | _ -> None /// 接受当日任务(Offered → Active);无任务 / 已在进行 / 终态时无变化、无反馈。 @@ -23,19 +34,17 @@ module TaskRuntime = Some(sprintf "已接受任务:%s" (Occupation.taskNameOf task.TemplateId)) | _ -> state, None - /// 用一条既有世界事件推进当日任务;Active → Done 时返回短中文反馈。 + /// 用一条既有世界事件推进当日任务;Active → Done 时返回(含奖励的)短中文反馈。 let advanceWithEvent (event: Sim.InteractionEvent) (state: Occupation.State) : Occupation.State * string option = let before = state.Today - let next = Occupation.advanceTask event state - next, completionMessage before next.Today + let next, reward = Occupation.advanceTaskWithReward event state + next, completionMessage before next.Today reward /// 用一条已折叠的任务信号(到达瓦片 / 观察 / 夜在水边)推进当日任务。 let advanceWithSignal (signal: Occupation.TaskSignal) (state: Occupation.State) : Occupation.State * string option = - match state.Today with - | Some task -> - let after = Occupation.applySignal signal task - { state with Today = Some after }, completionMessage (Some task) (Some after) - | None -> state, None + let before = state.Today + let next, reward = Occupation.applySignalToState signal state + next, completionMessage before next.Today reward /// 折叠多条信号(后面的不覆盖已得到的完成反馈)。 let foldSignals (signals: Occupation.TaskSignal list) (state: Occupation.State) : Occupation.State * string option = @@ -58,7 +67,12 @@ module TaskRuntime = if isNight && nearWater then yield Occupation.NightAtWater ] /// 比较两份职业状态,返回本次推进是否让当日任务完成(供交易等路径复用)。 - let completedMessage (before: Occupation.State option) (after: Occupation.State option) : string option = + let completedMessageWithReward + (before: Occupation.State option) + (after: Occupation.State option) + (reward: (Sim.ItemKind * int) option) + : string option = completionMessage (before |> Option.bind (fun state -> state.Today)) (after |> Option.bind (fun state -> state.Today)) + reward diff --git a/src/LivingVillage.Desktop/WorldBootstrap.fs b/src/LivingVillage.Desktop/WorldBootstrap.fs index 7be24a7..e75855f 100644 --- a/src/LivingVillage.Desktop/WorldBootstrap.fs +++ b/src/LivingVillage.Desktop/WorldBootstrap.fs @@ -25,15 +25,9 @@ module WorldBootstrap = Today = Occupation.dailyTaskOf seed (Occupation.occupationSeedOf kind) (Occupation.dayIndexOf nowTick) kind } /// 跨日刷新当日任务;同日(含 Done/Failed 终态)原样保留。 + /// P55:经 Kernel `refreshState`,跨日时按上一日是否已完成保留/清零连续天数。 let refreshOccupationToday (seed: uint64) (state: Occupation.State) (nowTick: int64) : Occupation.State = - { state with - Today = - Occupation.refreshToday - seed - (Occupation.occupationSeedOf state.Profile.Kind) - state.Profile.Kind - nowTick - state.Today } + Occupation.refreshState seed (Occupation.occupationSeedOf state.Profile.Kind) state.Profile.Kind nowTick state /// 开局身份年鉴(design §3):带职业建世界后写入一条 `StoryAnnal`「以…为生」, /// 形成个人传记线。Game 与测试共用同一口径。 |
