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authorSomhairle H. Marisol <[email protected]>2026-09-21 17:18:11 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-21 17:18:11 +0800
commitcf214889490a62ba4fe84fb0055bc2133776e8a2 (patch)
tree0408fbd82e95ed55f39f8da3ccd3d2259e999313 /src/LivingVillage.Desktop
parent87bdfe273555c5ae5f698b3b89fa6c39d84d0c33 (diff)
downloadliving-village-cf214889490a62ba4fe84fb0055bc2133776e8a2.tar.gz
feat(occupation): 职业系统第一片 — Kernel 结构 / bootstrap 注入 / 存档 v3
Occupation.fs(Kind/Profile/State + 农夫/渔夫/货郎/书生 中文名常量,按设计 §1 表给初始 Money/Energy/Inventory);ItemKind 扩出 Fish/Spice/Scroll(basePrice 分支补齐,Food 10.0f 数值路径不变 → 无职业 digest 不动);WorldBootstrap.initialWorldWithOccupation 默认 None = 旧行为(Money/Energy 覆盖,库存字段先留数据侧、物理挂接留交易单——取舍见 design §2-C 反对加字段);WorldSave: v3 头仅在有职业时写入(保存 saveToFileWith / loadFromFileWith,v1/v2/v3 无职业类型默认,token 顺序 version|w|h|kind|task|story|…),默认路径 save 输出逐字节等同现行 v2;P10 测试 5 例(§1 表值、v3 round-trip、v1/v2 不吞档、双 seed 逐字节、中文名);Kernel.Tests 引用 Desktop 以驱动 WorldBootstrap(取舍:不做测试专用 shim)。TaskToken/StoryStage 为 v3 占位(任务系统后续单实现)。
Diffstat (limited to 'src/LivingVillage.Desktop')
-rw-r--r--src/LivingVillage.Desktop/WorldBootstrap.fs25
1 files changed, 20 insertions, 5 deletions
diff --git a/src/LivingVillage.Desktop/WorldBootstrap.fs b/src/LivingVillage.Desktop/WorldBootstrap.fs
index d6b906d..0e8ea30 100644
--- a/src/LivingVillage.Desktop/WorldBootstrap.fs
+++ b/src/LivingVillage.Desktop/WorldBootstrap.fs
@@ -18,16 +18,28 @@ module WorldBootstrap =
let private daylightStartTick = 6L * Sim.ticksPerDay / 24L
- let initialWorldForDaylight (startAtDaylight: bool) (seed: uint64) (count: int) : World =
+ 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."
let startTick = if startAtDaylight then daylightStartTick else 0L
let baseWorld = Sim.initialWorldN seed count
let avatar =
- { baseWorld.Avatar with
- Pos = avatarSpawnPosition
- Mind = { baseWorld.Avatar.Mind with Target = avatarSpawnPosition } }
+ let baseAvatar =
+ { baseWorld.Avatar with
+ Pos = avatarSpawnPosition
+ Mind = { baseWorld.Avatar.Mind with Target = avatarSpawnPosition } }
+ match occupation with
+ | None -> baseAvatar
+ | Some state ->
+ let needs = baseAvatar.Mind.Needs
+ { baseAvatar with
+ Mind =
+ { baseAvatar.Mind with
+ Needs =
+ { needs with
+ Money = float32 state.Profile.InitialMoney
+ Energy = state.Profile.InitialEnergy } } }
let npcs =
baseWorld.Npcs
|> Array.mapi (fun index npc ->
@@ -40,5 +52,8 @@ module WorldBootstrap =
Avatar = avatar
Npcs = npcs }
+ let initialWorldForDaylight (startAtDaylight: bool) (seed: uint64) (count: int) : World =
+ initialWorldWithOccupation startAtDaylight seed count None
+
let initialWorld (seed: uint64) (count: int) : World =
- initialWorldForDaylight false seed count
+ initialWorldWithOccupation false seed count None