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authorSomhairle H. Marisol <[email protected]>2026-09-21 22:57:50 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-21 22:57:50 +0800
commit60bbc83d9a1d047933e4128e7b48e1c61c925a14 (patch)
treec41b351535add285f8644d8703fa6c4f1799eeb3 /src/LivingVillage.Desktop
parente1d8d45cf08b4f30e33299eb40e865729e7adfd2 (diff)
downloadliving-village-60bbc83d9a1d047933e4128e7b48e1c61c925a14.tar.gz
feat(desktop): P15 开局职业选择页——新档四选一+暂不选择,接入 v3 存档与当日任务
- MenuState:新增 OccupationSelect 页与 StartNewGameWith 命令;occupationOptions=农夫/渔夫/货郎/书生/暂不选择, 默认高亮「暂不选择」= 不写职业的旧行为;四选一确认后发 StartNewGameWith,ESC 返回主菜单(既有 MainMenu 行为与测试不变)。 - WorldBootstrap.occupationStateFor/refreshOccupationToday:按 seed+职业种子生成/跨日刷新当日 Offered 任务。 - Game:主菜单「开始新游戏」→ 职业选择页;选定后 initialWorldWithOccupation 注入 Money/Energy 与 Today, m5View.Task 随之写入 v3 存档;游玩中按日刷新;autoplay/flow 默认走「暂不选择」保持旧演示行为;DrawMenu 渲染职业页。 - 测试 Desktop 93(新增 6):职业页选项顺序/默认 None/标签、确认命令与返回、bootstrap 四职业 Money/Energy+当日池内 Offered 任务、四职业 v3 round-trip(职业+任务逐字段)、T 面板显示所选职业的模板名与「待接受」、跨日刷新保持同日。
Diffstat (limited to 'src/LivingVillage.Desktop')
-rw-r--r--src/LivingVillage.Desktop/Game.fs38
-rw-r--r--src/LivingVillage.Desktop/MenuState.fs29
-rw-r--r--src/LivingVillage.Desktop/WorldBootstrap.fs17
3 files changed, 79 insertions, 5 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index 6918e00..1b9508b 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -204,11 +204,18 @@ type LivingVillageGame() as this =
m5View <- M5Interaction.refreshPrompt world M5Interaction.initial
this.CenterCamera()
- member private this.StartNewGame() =
- world <- createInitialWorld ()
+ member private this.StartNewGame (occupation: Occupation.Kind option) =
+ let state =
+ occupation
+ |> Option.map (fun kind ->
+ let startTick = if daylightAutoplay then 6L * Sim.ticksPerDay / 24L else 0L
+ WorldBootstrap.occupationStateFor 42UL kind startTick)
+ world <- WorldBootstrap.initialWorldWithOccupation daylightAutoplay 42UL Sim.npcCount state
this.ResetWorldView()
+ m5View <- { m5View with Task = state }
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame
- printfn $"new-game=ok seed=42 npcs={Sim.npcCount}"
+ let occupationName = occupation |> Option.map Occupation.nameOf |> Option.defaultValue "none"
+ printfn $"new-game=ok seed=42 npcs={Sim.npcCount} occupation={occupationName}"
member private this.SaveWorld (prefix: string) : bool =
try
@@ -247,7 +254,10 @@ type LivingVillageGame() as this =
| ContinueGame ->
menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame
printfn $"continue=ok tick={world.Tick}"
- | StartNewGame -> this.StartNewGame()
+ | StartNewGame ->
+ menu <- MenuState.openOccupationSelect menu
+ printfn "menu=occupation-select"
+ | StartNewGameWith occupation -> this.StartNewGame occupation
| LoadGame ->
match this.LoadWorld "load" with
| Ok _ ->
@@ -278,7 +288,9 @@ type LivingVillageGame() as this =
else None
match input with
| Some nextInput -> this.DispatchMenuInput nextInput
- | None when (autoplay || sampleMode) && not autoplayFlow && menu.Page = MainMenu && not menu.HasCurrentWorld ->
+ | None when (autoplay || sampleMode) && not autoplayFlow
+ && (menu.Page = MainMenu || menu.Page = OccupationSelect)
+ && not menu.HasCurrentWorld ->
autoplayFrames <- autoplayFrames + 1
if autoplayFrames >= 15 then
this.DispatchMenuInput Confirm
@@ -435,6 +447,12 @@ type LivingVillageGame() as this =
else
avatarMoving <- false
this.CenterCamera()
+ match m5View.Task with
+ | Some state ->
+ let refreshed = WorldBootstrap.refreshOccupationToday 42UL state world.Tick
+ if refreshed <> state then
+ m5View <- { m5View with Task = Some refreshed }
+ | None -> ()
m5View <- M5Interaction.refreshPrompt world m5View
member private this.RunAutoplayFlow() =
@@ -455,6 +473,9 @@ type LivingVillageGame() as this =
| 50 ->
printfn "flow=new-game"
flowStep <- 1
+ | 1 when menu.Page = OccupationSelect ->
+ this.DispatchMenuInput Confirm
+ printfn "flow=occupation=none"
| 1 when menu.Page = Playing ->
this.OpenMainMenu()
printfn "flow=return-menu"
@@ -619,6 +640,7 @@ type LivingVillageGame() as this =
let contentRows =
match menu.Page with
| MainMenu -> MenuState.items menu |> List.length
+ | OccupationSelect -> MenuState.occupationOptions.Length
| Settings -> MenuState.settings.Length
| Controls -> MenuState.controlRows.Length
| LoadError -> 4
@@ -696,6 +718,12 @@ type LivingVillageGame() as this =
MenuState.items menu
|> List.iteri (fun index item -> drawSelection index (MenuState.itemLabel item) (contentY + index * lineHeight))
drawText innerX (panelY + panelHeight - 40) mutedColor "UP DOWN 选择 ENTER 确认"
+ | OccupationSelect ->
+ drawText innerX headingY mutedColor "选择职业"
+ MenuState.occupationOptions
+ |> List.iteri (fun index occupation ->
+ drawSelection index (MenuState.occupationLabel occupation) (contentY + index * lineHeight))
+ drawText innerX (panelY + panelHeight - 40) mutedColor "UP DOWN 选择 ENTER 确认 ESC 返回"
| Settings ->
drawText innerX headingY mutedColor (ChineseText.menuHeading SettingsHeading)
MenuState.settings
diff --git a/src/LivingVillage.Desktop/MenuState.fs b/src/LivingVillage.Desktop/MenuState.fs
index 2848e22..619ac58 100644
--- a/src/LivingVillage.Desktop/MenuState.fs
+++ b/src/LivingVillage.Desktop/MenuState.fs
@@ -4,6 +4,7 @@ open LivingVillage.Kernel
type MenuPage =
| MainMenu
+ | OccupationSelect
| Settings
| Controls
| Playing
@@ -33,6 +34,7 @@ type MenuCommand =
| NoCommand
| ContinueGame
| StartNewGame
+ | StartNewGameWith of Occupation.Kind option
| LoadGame
| ApplySettings of SimulationControl
| ExitGame
@@ -100,9 +102,26 @@ module MenuState =
| ControlsItem -> "操作说明"
| ExitItem -> "退出"
+ /// 开局四选一 + 「暂不选择」(None = 旧行为,无职业)。
+ let occupationOptions : Occupation.Kind option list =
+ [ Some Occupation.Farmer
+ Some Occupation.Fisher
+ Some Occupation.Peddler
+ Some Occupation.Scholar
+ None ]
+
+ let occupationLabel (occupation: Occupation.Kind option) : string =
+ match occupation with
+ | Some kind -> Occupation.nameOf kind
+ | None -> "暂不选择"
+
+ let selectedOccupation (state: MenuState) : Occupation.Kind option =
+ occupationOptions |> List.item state.Selected
+
let private optionsFor (state: MenuState) : int =
match state.Page with
| MainMenu -> items state |> List.length
+ | OccupationSelect -> occupationOptions.Length
| Settings -> settings.Length
| _ -> 0
@@ -150,6 +169,14 @@ module MenuState =
let openSettings (state: MenuState) : MenuState =
{ state with Page = Settings; Selected = 0; ReturnPage = state.Page; Error = None }
+ /// 新档确认后进入职业选择页;默认选中「暂不选择」= 不写职业的旧行为。
+ let openOccupationSelect (state: MenuState) : MenuState =
+ { state with
+ Page = OccupationSelect
+ Selected = occupationOptions.Length - 1
+ ReturnPage = state.Page
+ Error = None }
+
let openControls (state: MenuState) : MenuState =
{ state with Page = Controls; Selected = 0; ReturnPage = state.Page; Error = None }
@@ -187,6 +214,7 @@ module MenuState =
| Back ->
match state.Page with
| MainMenu -> state, ExitGame
+ | OccupationSelect -> openMain state, NoCommand
| Settings
| Controls -> returnFromSubpage state, NoCommand
| LoadError -> openMain state, NoCommand
@@ -194,6 +222,7 @@ module MenuState =
| Confirm ->
match state.Page with
| MainMenu -> confirmMain state
+ | OccupationSelect -> state, StartNewGameWith (selectedOccupation state)
| Settings ->
let nextSettings = selectedControl state
{ state with Settings = nextSettings }, ApplySettings nextSettings
diff --git a/src/LivingVillage.Desktop/WorldBootstrap.fs b/src/LivingVillage.Desktop/WorldBootstrap.fs
index 0e8ea30..f8ba775 100644
--- a/src/LivingVillage.Desktop/WorldBootstrap.fs
+++ b/src/LivingVillage.Desktop/WorldBootstrap.fs
@@ -18,6 +18,23 @@ module WorldBootstrap =
let private daylightStartTick = 6L * Sim.ticksPerDay / 24L
+ /// 新档职业状态:按世界 seed 与职业种子生成 nowTick 所属日的 Offered 任务(design §3)。
+ let occupationStateFor (seed: uint64) (kind: Occupation.Kind) (nowTick: int64) : Occupation.State =
+ let baseState = Occupation.stateOf kind
+ { baseState with
+ 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。
+ 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 }
+
let initialWorldWithOccupation (startAtDaylight: bool) (seed: uint64) (count: int) (occupation: Occupation.State option) : World =
if count < 0 || count > npcSpawnTiles.Length then
invalidArg (nameof count) "Desktop bootstrap supports at most 30 NPCs."