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probably-decentralized/src/Decentralized.Domain/StoryMods.cs
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using System;
using System.Collections.Generic;
namespace Decentralized.Domain
{
/// <summary>
/// 游戏剧情选择对本 mod 世界的影响:一组倍率和期限,随存档保存。各处的概率读 <see cref="Current"/>(接入层读档时指向存档里的这一份)。
/// 每个选择只生效一次(Applied 记下键)。
/// </summary>
public sealed class StoryMods
{
/// <summary>当前生效的那一份。接入层读档时设成存档里的;测试里可以换。</summary>
public static StoryMods Current = new StoryMods();
public List<string> Applied = new List<string>();
/// <summary>CRC 脱锚、CRC 托管银行减记、CRT 脱锚、镇压时 CRT 被出卖的概率倍率(永久)。</summary>
public double CrcDepeg = 1, CrcHaircut = 1, CrtDepeg = 1, CrtFreeze = 1;
/// <summary>到这一天之前 CRA 螺旋概率减半。</summary>
public int CraSafeUntil = -1;
/// <summary>治安部整顿到这一天:出金审查命中率、混币器制裁概率、操纵与内幕查处概率上调。</summary>
public int SecUntil = -1;
/// <summary>伦警官被捕后的立威期到这一天:出金审查、操纵、内幕查处概率上调。</summary>
public int LunUntil = -1;
/// <summary>SPARK 每晚额外乘的倍数,还剩几晚。</summary>
public double SparkPush = 1;
public int SparkPushNights;
/// <summary>混币器:手续费、匿名集(NPC 混币量)、跑路概率的倍率;被举报后永久关闭(在途的照常提回,不能再存)。</summary>
public double MixerFee = 1, MixerVolume = 1, MixerRug = 1;
public bool MixerClosed;
/// <summary>本 mod 自己的剧情线:混币器运营者 Tumbler。</summary>
public Tumbler Tumbler = new Tumbler();
public bool Has(string key) => Applied.Contains(key);
public double CraSpiral(int day) => day < CraSafeUntil ? Tuning.StoryCraSpiralMult : 1;
public double Aml(int day) => (day < SecUntil ? Tuning.StorySecAmlMult : 1) * (day < LunUntil ? Tuning.StoryLunMult : 1);
public double Sanction(int day) => day < SecUntil ? Tuning.StorySecSanctionMult : 1;
/// <summary>操纵检出、内幕查处的概率倍率。</summary>
public double Enforce(int day) => (day < SecUntil ? Tuning.StorySecEnforceMult : 1) * (day < LunUntil ? Tuning.StoryLunMult : 1);
/// <summary>每晚取 SPARK 的额外倍数(推完就是 1)。</summary>
public double TakeSparkPush()
{
if (SparkPushNights <= 0) return 1;
SparkPushNights--;
return SparkPush;
}
/// <summary>
/// 记下一个剧情选择并设置倍率。返回 false 表示已经生效过。CRA 补贴池的注资由接入层做(这里只管倍率)。
/// key:serpico_rev / serpico_bm / serpico_sec / eleanor_leak / eleanor_return / lun_arrested。
/// </summary>
public bool Apply(string key, int day)
{
if (Has(key)) return false;
Applied.Add(key);
switch (key)
{
case "serpico_rev":
CraSafeUntil = day + Tuning.StorySecDays;
PushSpark(Tuning.StorySerpicoSpark);
break;
case "serpico_bm":
CrtDepeg *= Tuning.StoryBmCrtMult; CrtFreeze *= Tuning.StoryBmCrtMult;
break;
case "serpico_sec":
SecUntil = day + Tuning.StorySecDays;
break;
case "eleanor_leak":
CrcHaircut *= Tuning.StoryLeakHaircutMult;
PushSpark(Tuning.StoryLeakSpark);
break;
case "eleanor_return":
CrcDepeg *= Tuning.StoryReturnCrcMult;
break;
case "lun_arrested":
LunUntil = day + Tuning.StoryLunDays;
break;
case "tumbler_kept":
MixerFee *= Tuning.TumblerKeptFee; MixerVolume *= Tuning.TumblerKeptVolume;
break;
case "tumbler_reported":
MixerClosed = true;
break;
case "tumbler_sold":
MixerFee *= Tuning.TumblerSoldFee; MixerRug *= Tuning.TumblerSoldRug;
break;
}
return true;
}
/// <summary>SPARK 在接下来几晚里一共涨到 total 倍(每晚乘相同的倍数)。</summary>
private void PushSpark(double total)
{
int n = Tuning.StorySparkNights;
// 已经在推:把剩下的叠上去
double left = SparkPushNights > 0 ? Math.Pow(SparkPush, SparkPushNights) : 1;
SparkPush = Math.Pow(left * total, 1.0 / n);
SparkPushNights = n;
}
}
/// <summary>
/// 混币器运营者 Tumbler 的剧情线:解锁混币器、第 <see cref="Tuning.TumblerMinDay"/> 天起开始,四次上门。
/// 1 自我介绍 → 2 说治安部在追查混币器(当晚混币器被制裁)→ 3 求你藏密钥盘(三选一:藏 / 举报 / 卖给黑市)→ 4 结局。
/// 只记进度,对话和物品在接入层。
/// </summary>
public sealed class Tumbler
{
public const int Hide = 1, Report = 2, Sell = 3;
public int StartDay = -1, Stage, Choice, VisitedDay = -1;
public bool Done;
/// <summary>第几次上门在哪一天(相对开始日)。</summary>
public static readonly int[] Offsets = { 0, 3, 5, 9 };
public int NextVisitDay => StartDay < 0 || Stage >= Offsets.Length ? -1 : StartDay + Offsets[Stage];
/// <summary>每天开门时问:是否开始(明天第一次上门)。</summary>
public bool TryStart(int day, bool mixerUnlocked)
{
if (StartDay >= 0 || Done || !mixerUnlocked || day < Tuning.TumblerMinDay) return false;
StartDay = day + 1;
return true;
}
/// <summary>今天该上门的是第几次(1–4),没有就返回 0(第 4 次举报过的话由接入层改成新闻:他被抓了)。</summary>
public int Due(int day)
{
if (Done || StartDay < 0 || Stage >= Offsets.Length || VisitedDay == day) return 0;
if (day < NextVisitDay) return 0;
return Stage + 1;
}
/// <summary>这一次上门已经安排了。</summary>
public void Visited(int day)
{
VisitedDay = day;
Stage++;
Done = Stage >= Offsets.Length;
}
}
}