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.idea/.idea.最强导师/.idea/codeStyles/codeStyleConfig.xml
Normal file
@ -0,0 +1,5 @@
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||||
<component name="ProjectCodeStyleConfiguration">
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||||
<state>
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||||
<option name="USE_PER_PROJECT_SETTINGS" value="true" />
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</state>
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||||
</component>
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||||
67
GEMINI.md
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@ -0,0 +1,67 @@
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# GEMINI.md - Context & Instructions for "Super Mentor" (最强导师)
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## 1. Project Overview
|
||||
|
||||
**Project Name:** Super Mentor (最强导师 / Supervisor Simulator)
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**Type:** Simulation / Strategy / Roguelite Game
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||||
**Engine:** Godot 4.x (C# / .NET)
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||||
**Platform:** Windows (Win32), likely cross-platform capable.
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||||
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**Core Concept:**
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A "survival horror" simulation of academic life. Players manage a lab, recruit students, publish papers, secure funding, and navigate academic politics ("publish or perish").
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||||
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## 2. Architecture & Directory Structure
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||||
|
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### 2.1 Game Engine (Godot/C#)
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* **Root:** Contains `project.godot`, `.sln`, `.csproj`.
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* **`scripts/`**: The core C# source code.
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||||
* `Core/`: Game systems (TurnSystem, TaskSystem, EconomySystem, SynergySystem) and Interfaces.
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* `Models/`: Data models (StudentModel, TaskModel, etc.) and Definitions.
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||||
* `[Node classes]`: `Player.cs`, `Student.cs` (Godot Node behaviors).
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||||
* **`resources/definitions/`**: Data-driven design files.
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||||
* `.json`: Archetypes, Roles, Traits.
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||||
* `.tres`: Discipline specific resources (Godot Text Resource).
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||||
* **`scenes/`**: Godot `.tscn` scene files.
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* **`docs/`**: Detailed game design documents (GDD).
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||||
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||||
### 2.2 Tooling: Numerical Design & Balancing System (NDBS)
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Located in `tools/ndbs/`, this is a web-based tool for designers to edit game data and write scripts.
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||||
* **Backend:** Python 3.14 (FastAPI), managed by `uv`.
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||||
* **Frontend:** Vue.js (Vite, Naive UI/Element Plus).
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* **Spec:** `specs/numerical_design_system.md`.
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||||
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||||
## 3. Building & Development
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||||
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||||
### 3.1 Game (Godot)
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||||
* **Prerequisites:** Godot Engine (Mono version), .NET SDK.
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* **Build:** Standard Godot build process or via IDE (Visual Studio / JetBrains Rider / VS Code).
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||||
* **Run:** Open `project.godot` in Godot Editor or run via CLI.
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||||
|
||||
### 3.2 NDBS Tool (`tools/ndbs`)
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||||
* **Backend (`tools/ndbs/server`):**
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||||
* Manager: `uv`
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||||
* Run: `uv run main.py` (or `uvicorn main:app --reload`)
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||||
* **Frontend (`tools/ndbs/client`):**
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||||
* Manager: `npm` / `yarn`
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||||
* Build: `npm run build` (Output consumed by Python server).
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||||
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||||
## 4. Key Conventions
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||||
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||||
### 4.1 C# / Godot
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||||
* **Systems Pattern:** Core logic is decoupled from Godot Nodes where possible, residing in `scripts/Core` implementing `IGameSystem`.
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||||
* **Rule System:** Game logic "rules" (Buffs/Debuffs) are referenced by string IDs (`RuleIds`) and executed via a `RuleManager` (using Reflection).
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||||
* **Data Driven:** Heavy reliance on JSON/TRES definitions for content.
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||||
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||||
### 4.2 Code Style
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||||
* **C#:** Standard .NET conventions (PascalCase for public, camelCase for private/locals).
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||||
* **Python:** Type hints required (Python 3.14+). Pydantic for data validation.
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||||
* **Frontend:** Vue Composition API (`<script setup lang="ts">`).
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||||
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||||
## 5. Current Task Context (As of Jan 2026)
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The project is actively implementing the **NDBS Tool** defined in `specs/numerical_design_system.md`.
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**Goal:** Create a unified service where a Python backend serves a Vue frontend to allow editing of `resources/definitions` and generation of `scripts/Rules/Generated/*.cs` files.
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||||
|
||||
**Immediate Next Steps:**
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1. Initialize the Python backend using `uv`.
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2. Set up the Vue frontend.
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||||
3. Implement the File System API for JSON/TRES handling.
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25
Node2d.cs
@ -1,38 +1,25 @@
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using Godot;
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||||
using System;
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||||
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||||
public partial class Node2d : CharacterBody2D
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||||
{
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||||
public partial class Node2d : CharacterBody2D {
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||||
public const float Speed = 300.0f;
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||||
public const float JumpVelocity = -400.0f;
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||||
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||||
public override void _PhysicsProcess(double delta)
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||||
{
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||||
Vector2 velocity = Velocity;
|
||||
public override void _PhysicsProcess(double delta) {
|
||||
var velocity = Velocity;
|
||||
|
||||
// Add the gravity.
|
||||
if (!IsOnFloor())
|
||||
{
|
||||
velocity += GetGravity() * (float)delta;
|
||||
}
|
||||
if (!IsOnFloor()) velocity += GetGravity() * (float)delta;
|
||||
|
||||
// Handle Jump.
|
||||
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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||||
{
|
||||
velocity.Y = JumpVelocity;
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||||
}
|
||||
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) velocity.Y = JumpVelocity;
|
||||
|
||||
// Get the input direction and handle the movement/deceleration.
|
||||
// As good practice, you should replace UI actions with custom gameplay actions.
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||||
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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||||
var direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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||||
if (direction != Vector2.Zero)
|
||||
{
|
||||
velocity.X = direction.X * Speed;
|
||||
}
|
||||
else
|
||||
{
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||||
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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||||
}
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||||
|
||||
Velocity = velocity;
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||||
MoveAndSlide();
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||||
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||||
@ -3,6 +3,7 @@
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||||
---
|
||||
|
||||
# 游戏总体设计文档:最强导师 (The Apex Mentor)
|
||||
|
||||
**版本:** 3.0 (Master Design)
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||||
**类型:** 模拟经营 / 策略养成 / Roguelite / 反向塔防
|
||||
**核心体验:** “学术界生存恐怖游戏”。在长达30年的学术生涯中,通过压榨学生、抢夺署名、政治博弈和资源管理,在“非升即走”的压力下存活,最终成为学阀或身败名裂。
|
||||
@ -14,7 +15,8 @@
|
||||
* **视角:** 2.5D 俯视校园(类似《监狱建筑师》)。
|
||||
* **单局时长:** 45-60 分钟(完整通关)。
|
||||
* **游戏结构:** 局内回合制经营(30回合/30年)+ 局外Roguelite成长。
|
||||
* **核心循环:** 招募学生 $\rightarrow$ 攻克课题 $\rightarrow$ 发表论文 $\rightarrow$ 消耗论文申请基金 $\rightarrow$ 扩大实验室 $\rightarrow$ 应对考核。
|
||||
* **核心循环:** 招募学生 $\rightarrow$ 攻克课题 $\rightarrow$ 发表论文 $\rightarrow$ 消耗论文申请基金 $\rightarrow$
|
||||
扩大实验室 $\rightarrow$ 应对考核。
|
||||
|
||||
---
|
||||
|
||||
@ -42,7 +44,7 @@
|
||||
开局选择学科,决定了**核心资源循环**、**专属Buff**以及**卡池中的特色单位/装备**。
|
||||
|
||||
| 学科 | 核心 Buff | 玩法风格 |
|
||||
| :--- | :--- | :--- |
|
||||
|:--------|:---------------------------------|:----------------|
|
||||
| **生物** | **【移液枪神】**:实验高成功率,学生高体力消耗。 | 搬砖流。拼体力,耗材贵。 |
|
||||
| **化学** | **【炼金术士】**:概率免费完成实验,概率爆炸。 | 赌狗流。高风险高回报。 |
|
||||
| **环境** | **【绿色通道】**:纵向基金成功率+20%,野外采样不降心情。 | 政策流。吃皇粮,跑野外。 |
|
||||
@ -65,11 +67,13 @@
|
||||
## 4. 角色与羁绊系统 (Units & Synergies)
|
||||
|
||||
### 4.1 角色分类
|
||||
|
||||
1. **导师 (Player):** 可在“干活模式”和“老板模式”切换。
|
||||
2. **学生 (Minions):** 硕士(3年) / 博士(6年)。
|
||||
3. **雇员 (Staff):** 博后(临时雇佣兵) / 小老师(长期合伙人,有野心值)。
|
||||
|
||||
### 4.2 叠层羁绊 (Stacking Mechanics)
|
||||
|
||||
采用 **“人群画像 (Race)” + “职能分工 (Class)”** 双系统。
|
||||
|
||||
* **人群画像 (决定实验室风气):**
|
||||
@ -90,10 +94,13 @@
|
||||
## 5. 任务与经济系统 (Tasks & Economy)
|
||||
|
||||
### 5.1 核心资源循环
|
||||
|
||||
**资金 (Money)** $\leftrightarrow$ **声望 (Reputation)**
|
||||
|
||||
* **中间介质:** 【论文卡牌】。论文不再是分值,而是消耗品。
|
||||
|
||||
### 5.2 任务分类
|
||||
|
||||
1. **学术探索 (产出论文):**
|
||||
* 玩家分配任务 $\rightarrow$ 学生工作 $\rightarrow$ 产出实体道具【C/B/A/S级 论文】。
|
||||
2. **基金申请 (消耗论文换钱/声望):**
|
||||
@ -103,6 +110,7 @@
|
||||
* 消耗巨资和全员时间,换取声望暴涨和全场“灵感Buff”。
|
||||
|
||||
### 5.3 署名分配 (The Authorship Game)
|
||||
|
||||
* 每篇论文产出时,需分配 **一作、二作、通讯作者**。
|
||||
* 分配不均会导致贡献者产生【怨恨】(忠诚度暴跌,甚至举报导师)。
|
||||
|
||||
@ -113,6 +121,7 @@
|
||||
装备分为 **通用类** 和 **学科专用类**。
|
||||
|
||||
### 6.1 设施 (放置在地图格子)
|
||||
|
||||
* **通用:** 咖啡机 (回蓝)、NAS服务器 (防数据丢失)、白板墙 (灵感UP)。
|
||||
* **专用示例:**
|
||||
* *超低温冰箱 (生物):* 防止样本腐烂。
|
||||
@ -121,6 +130,7 @@
|
||||
* *安乐椅 (哲学):* 躺着涨学术值。
|
||||
|
||||
### 6.2 个人装备 (拖拽给学生)
|
||||
|
||||
* **通用:** 降噪耳机 (防干扰)、速效救心丸 (防猝死)、防脱洗发水 (减压)。
|
||||
* **专用示例:**
|
||||
* *移液枪 (生物):* 精准度UP。
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
|
||||
这是一个非常扎实且符合学术界现实逻辑的改进。你将任务分为了**“KPI考核(被动/强制)”**和**“实验室运营(主动/自选)”**两大类,并明确了**“论文作为货币”**去兑换**“纵向基金”**的核心循环。
|
||||
这是一个非常扎实且符合学术界现实逻辑的改进。你将任务分为了**“KPI考核(被动/强制)”**和**“实验室运营(主动/自选)”**两大类,并明确了
|
||||
**“论文作为货币”**去兑换**“纵向基金”**的核心循环。
|
||||
|
||||
以下是基于你的构思,结合之前设计的“自走棋+模拟经营”玩法的深度细化方案。
|
||||
|
||||
@ -10,6 +10,7 @@
|
||||
## 1. 任务体系架构 (Task Architecture)
|
||||
|
||||
任务系统现在分为两条并行的轨道:
|
||||
|
||||
* **轨道 A:生涯考核 (The Tenure Track)** - 系统强制分派,决定胜负。
|
||||
* **轨道 B:项目课题 (The Lab Projects)** - 玩家自主经营,决定资源产出。
|
||||
|
||||
@ -20,6 +21,7 @@
|
||||
这类任务代表学校、学院或教育部下达的指标。
|
||||
|
||||
### 2.1 目标型任务 (Milestones) - 挂机/检测类
|
||||
|
||||
* **定义:** 不需要派人去“打”,而是检测当前状态。
|
||||
* **UI表现:** 屏幕右侧的“考核进度条”或年度看板。
|
||||
* **机制:**
|
||||
@ -28,6 +30,7 @@
|
||||
* **惩罚:** 考核期结束未达标 $\rightarrow$ 扣除巨额声望/降职/甚至 Game Over。
|
||||
|
||||
### 2.2 事务型任务 (Administrative Chores) - 干扰类
|
||||
|
||||
* **定义:** 系统随机扔进地图的“杂兵”。如果不处理会产生负面光环。
|
||||
* **机制:**
|
||||
* **例子:** “填写年度报表”、“本科生期末监考”、“实验室安全检查”。
|
||||
@ -42,6 +45,7 @@
|
||||
这是玩家主要的玩法来源。玩家在“任务池/课题库”中选择卡牌,放置在地图设施上,然后分配学生去攻克。
|
||||
|
||||
### 3.1 学术探索 (Academic Exploration) - **“刷材料”**
|
||||
|
||||
* **核心逻辑:** 投入算力/体力 $\rightarrow$ 产出**【论文草稿】**。
|
||||
* **创建流程:**
|
||||
1. **选方向:** 基于所选学科(如:深度学习、基因编辑)。
|
||||
@ -58,6 +62,7 @@
|
||||
### 3.2 基金申请 (Grant Application) - **“打BOSS”**
|
||||
|
||||
#### A. 纵向基金 (National Grants) - 强制性机遇
|
||||
|
||||
* **触发:** 每年固定时间(如3月国自然申请季)系统弹窗。
|
||||
* **选择权:** 玩家可选择“放弃”(无惩罚但无收益)或“申请”。
|
||||
* **门票机制:** 申请必须**消耗**库存中的【论文卡】。
|
||||
@ -69,6 +74,7 @@
|
||||
* *Output:* **巨额经费** + **学术声望**(硬通货)。
|
||||
|
||||
#### B. 横向项目 (Industry Projects) - 搞钱神器
|
||||
|
||||
* **触发:** 随时可在“企业合作处”领取。
|
||||
* **学科差异化设计:**
|
||||
* **理工科 (CS/Eng):** **交付型**。
|
||||
@ -83,7 +89,9 @@
|
||||
* **产出:** 只有**资金**,基本无声望,甚至可能因为过度做横向而降低学术评价(被鄙视)。
|
||||
|
||||
### 3.3 举办学术会议 (Hosting Conference) - **“全屏大招”**
|
||||
|
||||
这不是一个常规任务,而是一个**“仪式 (Ritual)”**。
|
||||
|
||||
* **投入:** 消耗大量资金 + 占用全员人力(布置会场、接待)。
|
||||
* **过程:** 持续 1-2 个回合。期间所有科研活动停止(因为都在开会)。
|
||||
* **产出:**
|
||||
@ -98,6 +106,7 @@
|
||||
当玩家点击一个“需要分配人员”的任务(如:课题、横向、写本子)时,进入**战术分配模式**。
|
||||
|
||||
### 4.1 交互流程
|
||||
|
||||
1. **任务详情弹窗:**
|
||||
* 左侧:任务要求(HP、抗性、DDL、推荐属性)。
|
||||
* 右侧:人员槽位(默认空槽,数量有限,如 0/3)。
|
||||
@ -122,17 +131,12 @@
|
||||
graph TD
|
||||
Start[招募学生] --> Assign[分配: 学术探索]
|
||||
Assign --> Work(学生工作/消耗资金)
|
||||
|
||||
Work -->|产出| Paper[论文卡牌]
|
||||
|
||||
Paper -->|消耗| Vertical[申请纵向基金 强制/DDL]
|
||||
Paper -->|积累| Tenure[完成考核指标 强制]
|
||||
|
||||
Vertical -->|成功| Prestige[声望] & Money[巨额经费]
|
||||
|
||||
Money -->|维持| Salary[发工资/维护设备]
|
||||
Money -->|投入| Conference[举办会议]
|
||||
|
||||
Prestige -->|提升| RecruitLevel[生源质量提升]
|
||||
RecruitLevel --> Start
|
||||
|
||||
|
||||
@ -1,4 +1,5 @@
|
||||
这是一个非常庞大且有趣的数据库构建工作。为了确保生成的论文题目既有“学术味”又有“随机的荒谬感”,我挑选了各个学科中**最高频、最典型、甚至有些被滥用**的词汇。
|
||||
这是一个非常庞大且有趣的数据库构建工作。为了确保生成的论文题目既有“学术味”又有“随机的荒谬感”,我挑选了各个学科中*
|
||||
*最高频、最典型、甚至有些被滥用**的词汇。
|
||||
|
||||
同时,针对每个学科的设计机制(Buff),我结合了之前的“资源循环(资金、声望、算力、压力)”和“自走棋属性”进行了差异化设计。
|
||||
|
||||
@ -7,12 +8,14 @@
|
||||
### 全学科 Mad Libs 词库与 Buff 设计
|
||||
|
||||
#### 1. 生物学 (Biology)
|
||||
|
||||
**Buff:【移液枪神 (Pipette Master)】**
|
||||
|
||||
* **效果:** 实验类任务(高资金消耗型)的成功率 +15%,但学生体力消耗增加 20%(搬砖累)。
|
||||
* **描述:** 只要手速够快,细胞就追不上我老化的速度。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:----------------------------|:---------------------------|:--------------------------------|
|
||||
| 高通量筛选下的 (High-throughput) | 脱发基因 (Alopecia gene) | 靶向治疗 (Targeted therapy) |
|
||||
| CRISPR编辑后的 (CRISPR-edited) | 癌细胞 (Cancer cell) | 通路抑制 (Pathway inhibition) |
|
||||
| 单细胞精度的 (Single-cell) | 肠道菌群 (Gut microbiota) | 相互作用机制 (Interaction mechanism) |
|
||||
@ -30,12 +33,14 @@
|
||||
| 体外重组的 (Recombinant) | 拟南芥 (Arabidopsis) | 杂交育种 (Hybrid breeding) |
|
||||
|
||||
#### 2. 化学 (Chemistry)
|
||||
|
||||
**Buff:【炼金术士 (Alchemist)】**
|
||||
|
||||
* **效果:** 有 10% 的概率在不消耗资金的情况下完成一回合实验,但有 5% 的概率发生“爆炸”(任务进度倒退 10%,学生受伤)。
|
||||
* **描述:** 提纯靠柱子,过柱子靠命。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:----------------------------|:-------------------------|:--------------------------------|
|
||||
| 手性诱导的 (Chiral) | 金属有机框架 (MOF) | 全合成 (Total synthesis) |
|
||||
| 原子层沉积的 (ALD) | 钙钛矿 (Perovskite) | 光催化降解 (Photocatalysis) |
|
||||
| 仿生结构的 (Biomimetic) | 石墨烯 (Graphene) | 自组装 (Self-assembly) |
|
||||
@ -53,12 +58,14 @@
|
||||
| 纳米尺度的 (Nanoscale) | 量子点 (Quantum dot) | 发光调控 (Luminescence control) |
|
||||
|
||||
#### 3. 环境科学 (Environment)
|
||||
|
||||
**Buff:【绿色通道 (Green Pass)】**
|
||||
|
||||
* **效果:** 申请政府类基金(纵向项目)成功率 +20%,且进行野外采样任务时,学生心情下降速度减半。
|
||||
* **描述:** 只要带上“可持续发展”,本子就成功了一半。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-------------------------------|:---------------------------|:----------------------------------|
|
||||
| 人类活动干扰下的 (Anthropogenic) | 活性污泥 (Activated sludge) | 降解机理 (Degradation mechanism) |
|
||||
| 全球变暖背景下的 (Global warming) | 微塑料 (Microplastic) | 迁移转化 (Migration & transformation) |
|
||||
| 雾霾天气中的 (Haze weather) | PM2.5 (Particulate matter) | 源解析 (Source apportionment) |
|
||||
@ -76,12 +83,14 @@
|
||||
| 极端气候事件的 (Extreme weather) | 生态系统服务 (Ecosystem service) | 价值评估 (Valuation) |
|
||||
|
||||
#### 4. 材料科学 (Materials)
|
||||
|
||||
**Buff:【灌水大师 (Paper Mill)】**
|
||||
|
||||
* **效果:** 论文产出速度 +25%,但每篇论文被引用率(声望转化率)降低 10%。
|
||||
* **描述:** 万物皆可掺杂石墨烯。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:--------------------------------|:----------------------------|:------------------------------|
|
||||
| 柔性可穿戴的 (Flexible wearable) | 电子皮肤 (E-skin) | 传感响应 (Sensing response) |
|
||||
| 自修复功能的 (Self-healing) | 水凝胶 (Hydrogel) | 伤口敷料 (Wound dressing) |
|
||||
| 仿生荷叶结构的 (Lotus-inspired) | 超疏水涂层 (Superhydrophobic) | 防污自洁 (Self-cleaning) |
|
||||
@ -99,12 +108,14 @@
|
||||
| 磁性纳米粒子的 (Magnetic) | 靶向成像 (Targeting imaging) | 热疗效果 (Hyperthermia) |
|
||||
|
||||
#### 5. 基础医学 (Basic Medicine)
|
||||
|
||||
**Buff:【国自然宠儿 (NIH Favorite)】**
|
||||
|
||||
* **效果:** 基金申请成功后,获得的资金量 +30%。
|
||||
* **描述:** 只要跟“癌症”或“干细胞”沾边,钱就不是问题。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:--------------------------------|:---------------------------------|:------------------------------|
|
||||
| 临床预后相关的 (Prognosis-related) | 肿瘤干细胞 (Cancer stem cell) | 耐药机制 (Drug resistance) |
|
||||
| 外泌体包裹的 (Exosome-encapsulated) | miRNA (MicroRNA) | 诊断标志物 (Biomarker) |
|
||||
| 免疫检查点的 (Immune checkpoint) | PD-1/PD-L1 (PD-1) | 联合治疗 (Combo therapy) |
|
||||
@ -122,12 +133,14 @@
|
||||
| 转化医学视角的 (Translational) | 靶点 (Target) | 药物筛选 (Drug screening) |
|
||||
|
||||
#### 6. 计算机 (Computer Science)
|
||||
|
||||
**Buff:【超频运算 (Overclock)】**
|
||||
|
||||
* **效果:** 机房设施提供的算力加成翻倍。AI类任务(高算力消耗型)进度 +20%。
|
||||
* **描述:** 显卡在燃烧,论文在生成。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:--------------------------------------|:----------------------------|:--------------------------------|
|
||||
| 端到端学习的 (End-to-end) | 卷积神经网络 (CNN) | 图像分类 (Image classification) |
|
||||
| 联邦学习框架下的 (Federated learning) | 隐私保护 (Privacy protection) | 数据共享 (Data sharing) |
|
||||
| 基于注意力机制的 (Attention-based) | Transformer (Transformer) | 自然语言处理 (NLP tasks) |
|
||||
@ -145,12 +158,14 @@
|
||||
| 软硬协同设计的 (Hardware-software co-design) | 神经网络加速器 (NPU) | 能效比提升 (Energy efficiency) |
|
||||
|
||||
#### 7. 数学 (Mathematics)
|
||||
|
||||
**Buff:【粉笔与黑板 (Chalk & Talk)】**
|
||||
|
||||
* **效果:** 任务完全不消耗资金(0成本),但对“学术”属性要求极高,且一旦中断进度会大幅回退(思路断了)。
|
||||
* **描述:** 给我一支笔,我能算出一个宇宙。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:--------------------------------|:------------------------------|:-----------------------------|
|
||||
| 非线性的 (Nonlinear) | 黎曼流形 (Riemannian manifold) | 几何结构 (Geometric structure) |
|
||||
| 随机微分的 (Stochastic differential) | 布朗运动 (Brownian motion) | 存在性证明 (Existence proof) |
|
||||
| 高维空间中的 (High-dimensional) | 拓扑不变量 (Topological invariant) | 同调群计算 (Homology group) |
|
||||
@ -168,12 +183,14 @@
|
||||
| 密码学中的 (Cryptographic) | 椭圆曲线 (Elliptic curve) | 离散对数 (Discrete logarithm) |
|
||||
|
||||
#### 8. 物理学 (Physics)
|
||||
|
||||
**Buff:【第一性原理 (First Principles)】**
|
||||
|
||||
* **效果:** 攻克S级(最高难度)任务时,有 5% 的概率直接“顿悟”完成,但平时压力增长 +20%。
|
||||
* **描述:** 上帝不掷骰子,但我们掷。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-----------------------------|:---------------------------|:-----------------------------|
|
||||
| 量子纠缠态的 (Entangled) | 自旋波 (Spin wave) | 量子隐形传态 (Teleportation) |
|
||||
| 拓扑超导的 (Topological SC) | 马约拉纳费米子 (Majorana fermion) | 编织操作 (Braiding) |
|
||||
| 暗物质候选的 (Dark matter) | 轴子 (Axion) | 探测界限 (Detection limit) |
|
||||
@ -191,12 +208,14 @@
|
||||
| 非厄米系统的 (Non-Hermitian) | 趋肤效应 (Skin effect) | 能谱拓扑 (Spectral topology) |
|
||||
|
||||
#### 9. 机械工程 (Mechanical Engineering)
|
||||
|
||||
**Buff:【蓝领专家 (Blue Collar)】**
|
||||
|
||||
* **效果:** 横向项目(企业合作)的资金收益 +50%,且工程类学生不会因为做横向而产生“怨恨”状态。
|
||||
* **描述:** 图纸画得好,进厂当领导。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:------------------------------|:---------------------------|:----------------------------|
|
||||
| 刚柔耦合的 (Rigid-flexible) | 软体机器人 (Soft robot) | 抓取控制 (Grasping control) |
|
||||
| 仿生摩擦学的 (Biomimetic tribology) | 超滑表面 (Superlubricity) | 减摩耐磨 (Anti-wear) |
|
||||
| 增材制造的 (Additive mfg) | 晶格结构 (Lattice structure) | 轻量化设计 (Lightweight design) |
|
||||
@ -214,12 +233,14 @@
|
||||
| 复合材料层合板的 (Composite laminate) | 分层损伤 (Delamination) | 冲击响应 (Impact response) |
|
||||
|
||||
#### 10. 哲学 (Philosophy)
|
||||
|
||||
**Buff:【斯多葛学派 (Stoicism)】**
|
||||
|
||||
* **效果:** 全员压力上限 +20,且压力过高时不会触发“发疯/破坏”事件,而是触发“虚无/发呆”(仅仅是不工作,不搞破坏)。
|
||||
* **描述:** 痛苦是存在的,但我不在乎。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:---------------------------|:---------------------------|:----------------------------------|
|
||||
| 现象学视域下的 (Phenomenological) | 意向性 (Intentionality) | 本质直观 (Eidetic reduction) |
|
||||
| 存在主义的 (Existential) | 荒诞感 (Absurdity) | 自由选择 (Free choice) |
|
||||
| 后现代语境中的 (Postmodern) | 宏大叙事 (Grand narrative) | 解构策略 (Deconstruction) |
|
||||
@ -237,12 +258,14 @@
|
||||
| 生态女性主义的 (Eco-feminist) | 父权制 (Patriarchy) | 压迫机制 (Oppression mechanism) |
|
||||
|
||||
#### 11. 经济学 (Economics)
|
||||
|
||||
**Buff:【资本运作 (Capital Flow)】**
|
||||
|
||||
* **效果:** 没花完的经费会自动产生 10% 的利息。
|
||||
* **描述:** 钱生钱,才是硬道理。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-----------------------------------|:----------------------------|:-------------------------------|
|
||||
| 博弈论视角的 (Game theoretic) | 纳什均衡 (Nash equilibrium) | 策略选择 (Strategy selection) |
|
||||
| 行为经济学的 (Behavioral) | 损失厌恶 (Loss aversion) | 助推机制 (Nudge mechanism) |
|
||||
| 宏观审慎的 (Macro-prudential) | 系统性风险 (Systemic risk) | 压力测试 (Stress test) |
|
||||
@ -260,12 +283,14 @@
|
||||
| 随机动态一般均衡的 (DSGE) | 货币政策 (Monetary policy) | 冲击响应 (Impulse response) |
|
||||
|
||||
#### 12. 法学 (Law)
|
||||
|
||||
**Buff:【钻空子 (Loophole)】**
|
||||
|
||||
* **效果:** 遇到“行政处罚”、“举报”等负面事件时,有 30% 概率无视惩罚,并反诉获得少量声望。
|
||||
* **描述:** 法无禁止即可为。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-----------------------------------|:-------------------------------|:------------------------------|
|
||||
| 宪法视域下的 (Constitutional) | 备案审查 (Record review) | 合宪性解释 (Interpretation) |
|
||||
| 民法典时代的 (Civil Code) | 人格权 (Personality rights) | 司法保护 (Judicial protection) |
|
||||
| 认罪认罚从宽的 (Plea leniency) | 量刑建议 (Sentencing rec) | 精准化导向 (Precision guidance) |
|
||||
@ -283,12 +308,14 @@
|
||||
| 正当防卫的 (Self-defense) | 限度条件 (Limit condition) | 司法认定 (Judicial determination) |
|
||||
|
||||
#### 13. 文学 (Literature)
|
||||
|
||||
**Buff:【修辞术 (Rhetoric)】**
|
||||
|
||||
* **效果:** 写作类任务效率 +20%,且可以用“S级辞藻”将一篇B级内容的论文包装成A级发表。
|
||||
* **描述:** 只要术语堆得够多,审稿人就看不懂。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:------------------------------|:----------------------------|:--------------------------|
|
||||
| 后殖民主义的 (Post-colonial) | 身份认同 (Identity) | 文本细读 (Close reading) |
|
||||
| 互文性视阈下的 (Intertextual) | 典故重构 (Allusion reconst) | 比较研究 (Comparative study) |
|
||||
| 创伤记忆的 (Traumatic memory) | 叙事伦理 (Narrative ethics) | 书写策略 (Writing strategy) |
|
||||
@ -306,12 +333,14 @@
|
||||
| 生态批评下的 (Ecocriticism) | 人与自然 (Man and nature) | 伦理反思 (Ethical reflection) |
|
||||
|
||||
#### 14. 农学 (Agriculture)
|
||||
|
||||
**Buff:【大丰收 (Harvest)】**
|
||||
|
||||
* **效果:** 每回合随机产出“土特产”(道具),使用后可回复学生体力或心情。
|
||||
* **描述:** 论文写不出来,烤红薯还烤不出来吗?
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-------------------------------|:----------------------------|:------------------------------|
|
||||
| 盐碱胁迫下的 (Salt stress) | 转基因水稻 (Transgenic rice) | 抗逆性鉴定 (Stress resistance) |
|
||||
| 精准农业背景下的 (Precision ag) | 氮肥利用率 (N use efficiency) | 减施增效 (Reduction & efficiency) |
|
||||
| 设施园艺中的 (Facility hort) | 光合作用 (Photosynthesis) | 补光策略 (Light supp) |
|
||||
@ -329,12 +358,14 @@
|
||||
| 食品安全视角的 (Food safety) | 农药残留 (Pesticide residue) | 快速检测 (Rapid detection) |
|
||||
|
||||
#### 15. 管理学 (Management)
|
||||
|
||||
**Buff:【微操大师 (Micromanagement)】**
|
||||
|
||||
* **效果:** 导师单位在场时,周围学生的效率加成翻倍,但压力积累速度也翻倍。
|
||||
* **描述:** 我不干活,但我教你干活。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:---------------------------------|:---------------------------|:-----------------------------|
|
||||
| 数字化转型下的 (Digital trans) | 敏捷组织 (Agile org) | 绩效评估 (Performance eval) |
|
||||
| 开放式创新的 (Open innovation) | 知识溢出 (Knowledge spillover) | 吸收能力 (Absorptive capacity) |
|
||||
| 供应链韧性的 (Supply chain resilience) | 牛鞭效应 (Bullwhip effect) | 协同优化 (Collaboration opt) |
|
||||
@ -352,12 +383,14 @@
|
||||
| 复杂适应系统的 (CAS) | 组织演化 (Org evolution) | 仿真模拟 (Simulation) |
|
||||
|
||||
#### 16. 艺术学 (Art)
|
||||
|
||||
**Buff:【传世之作 (Masterpiece)】**
|
||||
|
||||
* **效果:** 完成任务时,有概率触发“灵感爆发”,声望奖励翻倍,且该作品会成为“永久展品”(每回合提供少量被动声望)。
|
||||
* **描述:** 艺术是不需要解释的。
|
||||
|
||||
| 15 形容词/前缀 | 15 核心名词 | 5 方法/应用 |
|
||||
| :--- | :--- | :--- |
|
||||
|:-------------------------------|:-----------------------------|:-----------------------------|
|
||||
| 包豪斯风格的 (Bauhaus) | 形式语言 (Formal language) | 视觉重构 (Visual reconst) |
|
||||
| 沉浸式体验的 (Immersive) | 交互装置 (Interactive install) | 情感共鸣 (Emotional resonance) |
|
||||
| 非物质文化遗产的 (Intangible heritage) | 传统纹样 (Traditional pattern) | 数字化保护 (Digital preservation) |
|
||||
|
||||
@ -5,6 +5,7 @@
|
||||
---
|
||||
|
||||
### 一、 通用实验室设备 (General Lab Facilities)
|
||||
|
||||
*购买后放置在特定房间(如实验室、休息区),对该区域内的所有人员生效。*
|
||||
|
||||
1. **商用级意式咖啡机 (Industrial Espresso Machine)**
|
||||
@ -32,6 +33,7 @@
|
||||
---
|
||||
|
||||
### 二、 通用个人装备 (General Personal Items)
|
||||
|
||||
*购买后需拖拽装备到具体某个学生身上(占用装备栏),提供单体加成。*
|
||||
|
||||
1. **降噪耳机 (Noise-Canceling Headphones)**
|
||||
@ -72,6 +74,7 @@
|
||||
为了方便查阅,以下按学科分类列出 **5种实验室设备** 和 **5种个人装备**。
|
||||
|
||||
#### 1. 生物学 (Biology)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **-80℃超低温冰箱:** 保存样本进度,防止任务随时间腐烂。
|
||||
2. **超净工作台:** 降低细胞污染(任务失败)概率。
|
||||
@ -86,6 +89,7 @@
|
||||
5. **实验鼠笼 (Mouse Cage):** 携带一只小白鼠,心情恢复 +5,但需消耗资金喂养。
|
||||
|
||||
#### 2. 化学 (Chemistry)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **通风橱 (Fume Hood):** 极大降低学生健康流失速度。
|
||||
2. **核磁共振仪 (NMR):** 极昂贵,S级任务必备,产出极高声望。
|
||||
@ -100,6 +104,7 @@
|
||||
5. **洗瓶 (Wash Bottle):** 紧急冲洗,消除负面Buff。
|
||||
|
||||
#### 3. 环境科学 (Environment)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **气相色谱质谱联用仪 (GC-MS):** 分析污染物必备,检测速度 +50%。
|
||||
2. **人工气候箱:** 模拟环境,植物类任务成功率 +20%。
|
||||
@ -114,6 +119,7 @@
|
||||
5. **钓鱼竿:** 在水库采样时可以摸鱼(心情++)。
|
||||
|
||||
#### 4. 材料科学 (Materials)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **管式炉 (Tube Furnace):** 烧制材料,耗电极高,产出工程点。
|
||||
2. **扫描电镜 (SEM):** 产出精美图片,论文录用率 +20%。
|
||||
@ -128,6 +134,7 @@
|
||||
5. **胶带 (Scotch Tape):** 撕石墨烯专用,极低成本换极高收益(概率)。
|
||||
|
||||
#### 5. 基础医学 (Basic Medicine)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **流式细胞仪:** 细胞分选效率 +40%,极其昂贵。
|
||||
2. **小动物成像系统:** 活体实验必备,减少老鼠死亡率。
|
||||
@ -142,6 +149,7 @@
|
||||
5. **解剖图谱:** 学术属性 +5。
|
||||
|
||||
#### 6. 计算机 (CS)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **RTX 4090 集群:** 深度学习任务速度 +200%,电费激增。
|
||||
2. **双显示器支架:** 每个工位标配,代码效率 +20%。
|
||||
@ -156,6 +164,7 @@
|
||||
5. **假发片:** 掩盖秃头事实,心情 +10。
|
||||
|
||||
#### 7. 数学 (Mathematics)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **黑板 (Blackboard):** 比白板更加神圣,学术属性 +20%,粉笔灰致病率 +1%。
|
||||
2. **废纸篓 (Huge Bin):** 越大越好,产生灵感的关键。
|
||||
@ -170,6 +179,7 @@
|
||||
5. **降噪耳塞:** 绝对安静。
|
||||
|
||||
#### 8. 物理 (Physics)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **光学平台 (Optical Table):** 极其平稳,精密实验必备。
|
||||
2. **低温恒温器 (Cryostat):** 创造绝对零度附近的条件。
|
||||
@ -184,6 +194,7 @@
|
||||
5. **胶带 (Duct Tape):** 修理一切实验设备。
|
||||
|
||||
#### 9. 机械 (Mechanical Eng)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **数控机床 (CNC):** 制造零件,噪音大,产出高。
|
||||
2. **万能试验机:** 拉伸压缩测试,破坏性实验。
|
||||
@ -198,6 +209,7 @@
|
||||
5. **安全帽:** 进实验室必须戴,防爆头。
|
||||
|
||||
#### 10. 哲学 (Philosophy)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **安乐椅 (Armchair):** 哲学思考的温床,学术 +15%。
|
||||
2. **经典藏书墙:** 提供理论支持。
|
||||
@ -212,6 +224,7 @@
|
||||
5. **酒壶:** 微醺状态下灵感爆发。
|
||||
|
||||
#### 11. 经济学 (Economics)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **彭博终端 (Bloomberg Terminal):** 极其昂贵,数据获取速度 Max。
|
||||
2. **多屏股票看板:** 实时监控,虽然不知道对写论文有啥用,但看着专业。
|
||||
@ -226,6 +239,7 @@
|
||||
5. **公文包:** 增加携带资金的上限。
|
||||
|
||||
#### 12. 法学 (Law)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **模拟法庭 (Moot Court):** 锻炼口才,表达属性 +30%。
|
||||
2. **卷宗柜:** 存储案例,学术 +10%。
|
||||
@ -240,6 +254,7 @@
|
||||
5. **录音笔:** 随身携带,防身用。
|
||||
|
||||
#### 13. 文学 (Literature)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **复古打字机:** 效率极低,但产出的文稿质量(声望)极高。
|
||||
2. **落地灯:** 营造孤独的写作氛围。
|
||||
@ -254,6 +269,7 @@
|
||||
5. **香烟/咖啡:** 提神,减健康。
|
||||
|
||||
#### 14. 农学 (Agriculture)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **智能温室:** 自动浇水施肥,解放双手。
|
||||
2. **种子库:** 保存珍稀资源。
|
||||
@ -268,6 +284,7 @@
|
||||
5. **水壶:** 补水。
|
||||
|
||||
#### 15. 管理学 (Management)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **圆桌 (Round Table):** 方便开会扯皮,团队协作 +10%。
|
||||
2. **投影仪:** 播放PPT专用。
|
||||
@ -282,6 +299,7 @@
|
||||
5. **秒表:** 计算工时,压榨效率 +10%。
|
||||
|
||||
#### 16. 艺术 (Art)
|
||||
|
||||
* **实验室设备:**
|
||||
1. **画架/工作台:** 基础生产工具。
|
||||
2. **Mac Studio:** 设计渲染专用。
|
||||
@ -295,12 +313,12 @@
|
||||
4. **单反相机:** 记录素材。
|
||||
5. **速写本:** 随时随地记录。
|
||||
|
||||
|
||||
这需要大量的“刻薄”与“自嘲”能量。以下是为每一件物品量身定制的“物品描述(Flavor Text)”,旨在让玩家在点击购买时会心一笑(或者心头一紧)。
|
||||
|
||||
---
|
||||
|
||||
### 一、 通用实验室设备 (全员共享)
|
||||
|
||||
1. **商用级意式咖啡机**:唯一能比试剂消耗得更快的液体燃料补给站。
|
||||
2. **赫曼米勒人体工学椅**:它的价格比研究生一年的津贴还高,但在预防腰椎间盘突出方面物超所值。
|
||||
3. **全墙面白板**:哪怕你只是在上面画了一只乌龟,外人也会觉得那是某种高深的拓扑结构。
|
||||
@ -310,6 +328,7 @@
|
||||
---
|
||||
|
||||
### 二、 通用个人装备 (单人独享)
|
||||
|
||||
1. **降噪耳机**:戴上它,我就听不见你的愚蠢建议了。
|
||||
2. **护颈椎支架**:人类正在退化成虾米,而这是我们最后的倔强。
|
||||
3. **防脱发洗发水**:虽然没什么用,但涂在头皮上的清凉感让人觉得还有希望。
|
||||
@ -326,6 +345,7 @@
|
||||
### 三、 学科专用装备
|
||||
|
||||
#### 1. 生物学 (Biology)
|
||||
|
||||
* **-80℃超低温冰箱**:这里埋葬着无数标以此生不再打开的“Final_Final_v2”样本。
|
||||
* **超净工作台**:虽然叫超净台,但里面可能比你的键盘还脏。
|
||||
* **PCR仪集群**:扩增的是基因,消耗的是青春。
|
||||
@ -338,6 +358,7 @@
|
||||
* *(个人)* **实验鼠笼**:这是整个实验室里唯一饮食规律、睡眠充足的活物。
|
||||
|
||||
#### 2. 化学 (Chemistry)
|
||||
|
||||
* **通风橱**:如果这里的风停了,你就离见太奶不远了。
|
||||
* **核磁共振仪 (NMR)**:这台吞金兽发出的噪音,听起来像是经费燃烧的声音。
|
||||
* **旋蒸仪**:看着液体一滴滴流下来,是化学狗唯一的解压方式。
|
||||
@ -350,6 +371,7 @@
|
||||
* *(个人)* **洗瓶**:不管是着火还是口渴,呲一下总没错。
|
||||
|
||||
#### 3. 环境科学 (Environment)
|
||||
|
||||
* **气相色谱质谱联用仪**:它能分析出空气里有几种屁,但分析不出为何我还在延毕。
|
||||
* **人工气候箱**:在这个箱子里,你是控制四季的神。
|
||||
* **水样预处理台**:这里也是洗杯子、洗饭盒和洗脸的地方。
|
||||
@ -362,6 +384,7 @@
|
||||
* *(个人)* **钓鱼竿**:采样是工作,空军是生活。
|
||||
|
||||
#### 4. 材料科学 (Materials)
|
||||
|
||||
* **管式炉**:炼丹炉的现代版,只是太上老君不用写周报。
|
||||
* **扫描电镜 (SEM)**:把垃圾放大一万倍,试图从中找到艺术美感。
|
||||
* **手套箱**:因为材料比你更娇贵,所以它住豪宅,你住宿舍。
|
||||
@ -374,6 +397,7 @@
|
||||
* *(个人)* **胶带**:诺奖级发明的核心工具,办公用品店两块钱一卷。
|
||||
|
||||
#### 5. 基础医学 (Basic Medicine)
|
||||
|
||||
* **流式细胞仪**:看着那些散点图,就像在看显微镜下的星空,虽然全是死细胞。
|
||||
* **小动物成像系统**:给老鼠拍CT,待遇比给人拍还好。
|
||||
* **组织切片机**:不仅能切组织,还能把你的耐心切成微米级的薄片。
|
||||
@ -386,6 +410,7 @@
|
||||
* *(个人)* **解剖图谱**:下饭神器,甚至能边看边吃毛血旺。
|
||||
|
||||
#### 6. 计算机 (CS)
|
||||
|
||||
* **RTX 4090 集群**:冬天用来取暖,夏天用来发论文,全年用来烧钱。
|
||||
* **双显示器支架**:左边是Stack Overflow,右边是复制粘贴的代码。
|
||||
* **升降桌**:站着写Bug,可以有效预防痔疮。
|
||||
@ -398,6 +423,7 @@
|
||||
* *(个人)* **假发片**:程序员最后的尊严,请勿在强风天佩戴。
|
||||
|
||||
#### 7. 数学 (Mathematics)
|
||||
|
||||
* **黑板**:白板是留给工程师的,只有粉笔灰才是数学家的化妆粉。
|
||||
* **废纸篓**:越大越好,因为天才的想法总是被扔掉99次才捡回来一次。
|
||||
* **咖啡无限续杯台**:这台机器的输入是咖啡豆,输出是定理。
|
||||
@ -410,6 +436,7 @@
|
||||
* *(个人)* **降噪耳塞**:在这个世界里,只有我和上帝在对话。
|
||||
|
||||
#### 8. 物理 (Physics)
|
||||
|
||||
* **光学平台**:千万别碰!这一碰,那个博士生可能就要延毕半年。
|
||||
* **低温恒温器**:比你前任的心还要冷。
|
||||
* **示波器**:看着那条跳动的波浪线,仿佛看到了自己心律不齐的心电图。
|
||||
@ -422,6 +449,7 @@
|
||||
* *(个人)* **胶带**:如果万有引力失效了,试试用胶带粘一下。
|
||||
|
||||
#### 9. 机械 (Mechanical Eng)
|
||||
|
||||
* **数控机床**:削铁如泥,削手指也如泥,请保持敬畏。
|
||||
* **万能试验机**:看着材料被拉断的一瞬间,有一种变态的快感。
|
||||
* **3D扫描仪**:抄作业的高级形式,我们称之为“逆向工程”。
|
||||
@ -434,6 +462,7 @@
|
||||
* *(个人)* **安全帽**:主要是为了防备天花板上掉下来的螺丝,或者导师的怒火。
|
||||
|
||||
#### 10. 哲学 (Philosophy)
|
||||
|
||||
* **安乐椅**:我不是在睡觉,我是在进行深度的形而上学沉思。
|
||||
* **经典藏书墙**:大多数书页都没切开,但摆着能吓唬人。
|
||||
* **壁炉**:火光中跳动着赫拉克利特的逻各斯。
|
||||
@ -446,6 +475,7 @@
|
||||
* *(个人)* **酒壶**:狄奥尼索斯精神的液态载体。
|
||||
|
||||
#### 11. 经济学 (Economics)
|
||||
|
||||
* **彭博终端**:其实我只会用它查股价,但这就够了。
|
||||
* **多屏股票看板**:红红绿绿的线条,不仅伤眼,还伤钱。
|
||||
* **沙盘推演台**:在这里,我们假设人是理性的,这本身就很不理性。
|
||||
@ -458,6 +488,7 @@
|
||||
* *(个人)* **公文包**:里面可能只装了一个三明治,但拎着像装了三亿。
|
||||
|
||||
#### 12. 法学 (Law)
|
||||
|
||||
* **模拟法庭**:在这里吵架是合法的,甚至是有学分的。
|
||||
* **卷宗柜**:散发着陈旧纸张的味道,那是正义(和灰尘)的气息。
|
||||
* **录音笔/设备**:你说出的每一句话,都可能成为呈堂证供。
|
||||
@ -470,6 +501,7 @@
|
||||
* *(个人)* **录音笔**:我有权保持沉默,但你没有。
|
||||
|
||||
#### 13. 文学 (Literature)
|
||||
|
||||
* **复古打字机**:听着这清脆的敲击声,感觉自己是海明威,虽然写的是请假条。
|
||||
* **落地灯**:光线越暗,作品越深刻,视力越模糊。
|
||||
* **期刊阅览架**:看看谁又在圈子里互吹了。
|
||||
@ -482,6 +514,7 @@
|
||||
* *(个人)* **香烟/咖啡**:灵感缪斯也是需要贡品的。
|
||||
|
||||
#### 14. 农学 (Agriculture)
|
||||
|
||||
* **智能温室**:这里的番茄比我还娇贵,但我不能吃它们。
|
||||
* **种子库**:末日降临时,这里是人类最后的希望,现在是老鼠的自助餐。
|
||||
* **土壤分析仪**:这块土缺氮磷钾,就像我缺钱一样明显。
|
||||
@ -494,6 +527,7 @@
|
||||
* *(个人)* **水壶**:里面装的可能是水,也可能是散装白酒。
|
||||
|
||||
#### 15. 管理学 (Management)
|
||||
|
||||
* **圆桌**:没有主次之分,方便大家互相推卸责任。
|
||||
* **投影仪**:只要PPT够亮,就能以此掩盖内容的空洞。
|
||||
* **案例库服务器**:存放了无数个别人的成功,来解释我们的失败。
|
||||
@ -506,6 +540,7 @@
|
||||
* *(个人)* **秒表**:用来计算上厕所的时间,这就叫泰勒管理学。
|
||||
|
||||
#### 16. 艺术 (Art)
|
||||
|
||||
* **画架/工作台**:上面那幅画已经放了三个月了,我称之为“酝酿”。
|
||||
* **Mac Studio**:性能过剩,但这符合极简主义美学。
|
||||
* **3D打印机**:打印出来的东西大多是废料,但我们叫它“后现代解构”。
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
|
||||
# 标签和羁绊系统
|
||||
# 标签和羁绊系统
|
||||
|
||||
这是一个非常精准且符合品类的改进方向。将自走棋经典的**“种族(Race)+ 职业(Class)”**系统,转化为**“人群画像(Archetype)+ 职能分工(Role)”**,可以完美融入高校题材,而且不会觉得突兀——因为在现实中,实验室的“风气”确实是由人群数量决定的。
|
||||
这是一个非常精准且符合品类的改进方向。将自走棋经典的**“种族(Race)+ 职业(Class)”**系统,转化为**“人群画像(Archetype)+
|
||||
职能分工(Role)”**,可以完美融入高校题材,而且不会觉得突兀——因为在现实中,实验室的“风气”确实是由人群数量决定的。
|
||||
|
||||
我们将这个系统重新命名为:**“实验室生态系统”**。
|
||||
|
||||
@ -19,68 +19,90 @@
|
||||
在《最强导师》里,**凑齐 3 个“卷王”,会形成“内卷力场”**。
|
||||
|
||||
**设定逻辑:**
|
||||
|
||||
* **层数命名:** 2人成伴 $\rightarrow$ 4人成团 $\rightarrow$ 6人成军(或者:小组 $\rightarrow$ 团队 $\rightarrow$ 学派)。
|
||||
* **视觉反馈:** 当某种羁绊激活时,实验室会有对应的环境特效。例如“摸鱼”层数高时,实验室里会飘着零食袋和枕头;“卷王”层数高时,实验室灯光会变成惨白的通宵灯。
|
||||
|
||||
---
|
||||
|
||||
### 二、 人群画像 (Archetypes) - 相当于“种族”
|
||||
|
||||
*决定团队的生存、资源与抗性*
|
||||
|
||||
#### 1. 【卷王】 (The Grinder)
|
||||
|
||||
*描述:以实验室为家,以此为荣,甚至为此感到兴奋的生物。*
|
||||
|
||||
* **(2) 内卷漩涡:** 全员攻速 +15%,但压力自然增长率 +20%。
|
||||
* **(4) 996福报:** 全员攻速 +35%。当一名卷王压力爆表时,不会崩溃,而是进入“狂暴工作”状态(HP扣除加倍,效率翻倍),持续 10 秒后才倒下。
|
||||
* **(4) 996福报:** 全员攻速 +35%。当一名卷王压力爆表时,不会崩溃,而是进入“狂暴工作”状态(HP扣除加倍,效率翻倍),持续 10
|
||||
秒后才倒下。
|
||||
* **(6) 永动机:** 全员攻速 +60%。所有学生免疫“睡眠”需求,且不再消耗体力,直接消耗寿命(高风险高回报)。
|
||||
|
||||
#### 2. 【摸鱼党】 (The Slacker)
|
||||
|
||||
*描述:能够精准找到监控死角,擅长带薪拉屎和传播八卦。*
|
||||
|
||||
* **(2) 劳逸结合:** 处于休息区的单位,心情恢复速度 +50%。
|
||||
* **(4) 快乐病毒:** 全员压力上限 +30%。当摸鱼党在场时,周围格子的队友有 20% 概率被传染,停手 2 秒,但回复 10 点心情。
|
||||
* **(6) 摆烂哲学:** 即使 Deadline 到期任务失败,也不会扣除声望(心态极好),只会扣除金钱。
|
||||
|
||||
#### 3. 【富家子弟】 (The Elite)
|
||||
|
||||
*描述:带资进组,甚至可能是校董的亲戚。*
|
||||
|
||||
* **(2) 自带干粮:** 每回合结束时,获得 10% 的利息(基于当前资金)。
|
||||
* **(4) 钞能力:** 可以在商店刷新出更高一级的道具。每次购买道具时,随机返还 50% 费用。
|
||||
* **(6) 校董光环:** 开启“赞助商通道”。可以直接花钱(巨款)买掉任务进度,无需工作。
|
||||
|
||||
#### 4. 【天才】 (The Prodigy)
|
||||
|
||||
*描述:智商极高,性格极怪,往往看不起凡人。*
|
||||
|
||||
* **(2) 灵光一闪:** 攻击(工作)时有 15% 概率造成 300% 暴击伤害。
|
||||
* **(4) 智商碾压:** 面对 S 级以上的高难任务时,暴击率提升至 50%,且无视任务抗性。
|
||||
* **(6) 孤独求败:** 场上每少一个单位(人数越少),天才的属性越高。如果只剩天才一人,全属性 +200%。
|
||||
|
||||
#### 5. 【关系户/甚至是狗】 (The Mascot)
|
||||
|
||||
*描述:虽然干活不行,但能提供极高的情绪价值或行政便利。*
|
||||
|
||||
* **(2) 吉祥物:** 只要场上有关系户存活,全队心情每秒 +1。
|
||||
* **(4) 上面有人:** 行政楼的办事效率 +100%,且免疫“被抓壮丁”等负面事件。
|
||||
|
||||
---
|
||||
|
||||
### 三、 职能分工 (Roles) - 相当于“职业”
|
||||
|
||||
*决定对特定类型任务的杀伤力*
|
||||
|
||||
#### 1. 【代码工】 (Coder)
|
||||
|
||||
*专攻:工程类任务、机房*
|
||||
|
||||
* **(2) 结对编程:** 工程任务伤害 +20%。
|
||||
* **(4) Github Copilot:** 每次攻击有 30% 概率触发“复制粘贴”,额外造成一次伤害。
|
||||
* **(6) 全栈大神:** 所有的“代码工”获得远程攻击能力(无需移动到工位,在任何地方都能修Bug)。
|
||||
|
||||
#### 2. 【写手】 (Writer)
|
||||
|
||||
*专攻:论文类任务、图书馆*
|
||||
|
||||
* **(2) 润色:** 论文进度条在最后 20% 时,攻速翻倍。
|
||||
* **(4) 引用狂魔:** 每完成一篇论文,全队获得一层永久的“学术声望”Buff(提升 5% 效率)。
|
||||
* **(6) 自动生成:** 论文类任务不再需要“灵感”阶段,直接进入“写作”阶段。
|
||||
|
||||
#### 3. 【实验狗】 (Lab Rat)
|
||||
|
||||
*专攻:实验类任务、实验室*
|
||||
|
||||
* **(2) 熟练工:** 移动速度 +30%(为了在仪器间奔波)。
|
||||
* **(4) 绝命毒师:** 实验类任务产出的资金收益 +40%(可能是卖了多余的试剂)。
|
||||
* **(6) 量子波动:** 同时可以操作两台实验设备(双持)。
|
||||
|
||||
#### 4. 【演说家】 (Presenter)
|
||||
|
||||
*专攻:答辩、组会、申请经费*
|
||||
|
||||
* **(2) PPT大师:** 组会/答辩的成功率 +20%。
|
||||
* **(4) 忽悠:** 申请项目经费时,有 50% 概率获得双倍经费。
|
||||
* **(6) 精神领袖:** 演说家的存在会让周围队友的压力停止增长(都在听他画饼)。
|
||||
@ -88,6 +110,7 @@
|
||||
---
|
||||
|
||||
### 四、 个人怪癖 (Traits) - 独立Buff (不可叠层)
|
||||
|
||||
*这些是随机附着在棋子上的“前缀”,类似Roguelike词条,用于区分同类棋子。*
|
||||
|
||||
1. **【咖啡因依赖】**:必须装备咖啡道具才能工作,否则攻速-50%。
|
||||
@ -126,9 +149,11 @@
|
||||
* 后期(学阀阶段):尝试构建 **(6) 天才** 的精英流,或者 **(6) 卷王** 的人海战术流。
|
||||
|
||||
这样修改后,“叠层”机制就不再是一个生硬的游戏术语,而是变成了**“我这个实验室现在的风气是怎样的”**,代入感和策略性都得到了提升。
|
||||
这是一个非常棒的细化方向。将“职能”与“学科”挂钩,不仅能体现不同专业的特色(文科不需要做生化实验,理科不需要田野调查),还能极大地丰富游戏的重玩性——**选择不同的开局学科,就是选择不同的棋子池和玩法流派。**
|
||||
这是一个非常棒的细化方向。将“职能”与“学科”挂钩,不仅能体现不同专业的特色(文科不需要做生化实验,理科不需要田野调查),还能极大地丰富游戏的重玩性——
|
||||
**选择不同的开局学科,就是选择不同的棋子池和玩法流派。**
|
||||
|
||||
为了解决通用性与特殊性的问题,我们将职业(Role)分为两大类:
|
||||
|
||||
1. **通用教职 (Common Faculty):** 所有学科都需要的通用技能(写论文、答辩、跑腿)。
|
||||
2. **专业专精 (Discipline Specialists):** 根据你开局选择的学科,限定出现的特定职业。
|
||||
|
||||
@ -139,7 +164,7 @@
|
||||
在游戏开始时,玩家选择学科,这将决定卡池中会出现哪些“专业专精”棋子。
|
||||
|
||||
| 职业分类 | 对应学科 (Disciplines) | 核心玩法风格 |
|
||||
| :--- | :--- | :--- |
|
||||
|:---------------------------|:--------------------|:--------------------------------------|
|
||||
| **【炼金术士】 (The Alchemist)** | 生物、化学、环境、材料、基础医学、农学 | **烧钱流**。高耗材、高风险(爆炸)、高产出。依赖“实验室”。 |
|
||||
| **【极客】 (The Geek)** | 计算机、物理、数学、机械 | **算力流**。消耗“算力/电费”,解决Bug,依赖“机房”。 |
|
||||
| **【调研员】 (The Surveyor)** | 经济学、管理、法学、社会学* | **跑图流**。需频繁外出(去地图边缘采集数据/问卷),依赖“移动速度”。 |
|
||||
@ -150,9 +175,11 @@
|
||||
---
|
||||
|
||||
### 二、 通用教职 (Common Roles) - 所有学科共有
|
||||
|
||||
*无论你是搞哲学的还是搞生化的,论文都得写,经费都得拉,章都得盖。*
|
||||
|
||||
#### 1. 【笔杆子】 (Scribe)
|
||||
|
||||
* **定位:** 输出辅助 / 后期核心
|
||||
* **适用场景:** 图书馆、撰写阶段
|
||||
* **(2) 妙笔生花:** 写作/润色速度 +20%。
|
||||
@ -160,6 +187,7 @@
|
||||
* **(6) 学术灌水:** 激活“一稿多投”或“拆分发表”技能。一个任务可以拆成两篇论文发表(收益翻倍,但有小概率被撤稿)。
|
||||
|
||||
#### 2. 【大忽悠】 (Orator)
|
||||
|
||||
* **定位:** 资源获取 / 控场
|
||||
* **适用场景:** 会议室、答辩、拉赞助
|
||||
* **(2) 讲故事:** 组会/答辩成功率 +20%。
|
||||
@ -167,6 +195,7 @@
|
||||
* **(6) 精神控制:** 只要【大忽悠】在场,所有人心情下降速度减半(他能让大家相信996是福报)。
|
||||
|
||||
#### 3. 【管家】 (Steward)
|
||||
|
||||
* **定位:** 辅助 / 坦克(抗压)
|
||||
* **适用场景:** 行政楼、财务报销、设备维护
|
||||
* **(2) 跑腿侠:** 在行政楼办事的效率 +50%(哪怕财务大妈脸再难看,他也能搞定)。
|
||||
@ -176,9 +205,11 @@
|
||||
---
|
||||
|
||||
### 三、 专业专精 (Specialized Roles) - 学科限定
|
||||
|
||||
*这是区分玩法的关键。*
|
||||
|
||||
#### 1. 【炼金术士】 (The Alchemist)
|
||||
|
||||
* **限定学科:** 生物、化学、环境、材料、医学、农学
|
||||
* **核心机制:** **试剂消耗**。每次攻击(做实验)需要消耗金钱(买耗材)。
|
||||
* **(2) 熟练工:** 耗材成本降低 20%。
|
||||
@ -187,6 +218,7 @@
|
||||
* *点评:* “这也是我们生化环材被称为天坑的原因——太费钱了。”
|
||||
|
||||
#### 2. 【极客】 (The Geek)
|
||||
|
||||
* **限定学科:** 计算机、物理、数学、机械
|
||||
* **核心机制:** **算力负荷**。攻击依赖机房算力,算力不足时攻击力为0。
|
||||
* **(2) 这里的黎明静悄悄:** 降低机房的噪音和发热,算力恢复速度 +20%。
|
||||
@ -195,6 +227,7 @@
|
||||
* *点评:* “只要键盘还在响,项目就有希望。”
|
||||
|
||||
#### 3. 【调研员】 (The Surveyor)
|
||||
|
||||
* **限定学科:** 经济、管理、法学
|
||||
* **核心机制:** **数据挖掘**。需要去地图上随机刷新的“采样点”呆够时间,然后带回实验室分析。
|
||||
* **(2) 飞毛腿:** 移动速度 +30%。
|
||||
@ -203,6 +236,7 @@
|
||||
* *点评:* “为了一个样本,我在行政楼门口蹲了三天。”
|
||||
|
||||
#### 4. 【思想者】 (The Thinker)
|
||||
|
||||
* **限定学科:** 哲学、文学、艺术
|
||||
* **核心机制:** **顿悟 (Epiphany)**。攻击速度极慢,但有概率触发“顿悟”,瞬间造成巨额进度推进。
|
||||
* **(2) 苦吟:** 基础攻速降低,但顿悟概率 +10%。
|
||||
@ -234,13 +268,15 @@
|
||||
---
|
||||
|
||||
这样设计后,**“选专业”**就不再只是一个文本标签,而是直接决定了:
|
||||
|
||||
* 你的核心资源是什么(钱?算力?San值?跑图时间?)
|
||||
* 你的战斗节奏是什么(平稳输出?憋大招爆发?赌博?)
|
||||
* 你的团队构成是什么。
|
||||
|
||||
这完美解决了“文科生不需要做实验”的逻辑漏洞,同时也大大加深了游戏的策略池。
|
||||
|
||||
这是一个极具策略深度的改进点。将**个人怪癖 (Traits)** 与 **羁绊叠层 (Stacking)** 挂钩,可以让棋子的价值不再仅仅取决于面板数值,而是取决于他在“构筑 (Build)”中的位置。
|
||||
这是一个极具策略深度的改进点。将**个人怪癖 (Traits)** 与 **羁绊叠层 (Stacking)**
|
||||
挂钩,可以让棋子的价值不再仅仅取决于面板数值,而是取决于他在“构筑 (Build)”中的位置。
|
||||
|
||||
这一类怪癖我们称为 **“催化剂特质” (Catalyst Traits)**。它们可以视为“万能牌”、“增幅器”或者“阻断剂”。
|
||||
|
||||
@ -249,34 +285,41 @@
|
||||
---
|
||||
|
||||
### 一、 增益型:为了凑羁绊而生 (Bond Boosters)
|
||||
|
||||
*这些棋子是构筑流派的核心插件,或者是前期的强力打工仔。*
|
||||
|
||||
#### 1. 【学术变色龙】 (Academic Chameleon)
|
||||
|
||||
* **效果:** 该单位入场时,自动**模仿**队伍中当前层数最高的“人群画像”羁绊(如场上卷王最多,他自动视为卷王)。
|
||||
* **叠层互动:** 视为 1 个单位,但类型灵活。
|
||||
* **点评:** “为了混进圈子,他什么都能演。”
|
||||
|
||||
#### 2. 【简历注水】 (Resume Padder)
|
||||
|
||||
* **效果:** 该单位在计算“职能分工”羁绊时,**视为 2 个单位**。但他本人的实际工作效率 -30%。
|
||||
* **叠层互动:** 快速凑齐 (4) 或 (6) 层羁绊的强力挂件。
|
||||
* **点评:** “虽然代码不是他写的,但项目组名单里他排第一个。”
|
||||
|
||||
#### 3. 【跨学科天才】 (Interdisciplinary)
|
||||
|
||||
* **效果:** 同时拥有【炼金术士】和【极客】(或随机两个职业)的双重标签。
|
||||
* **叠层互动:** 可以同时为两个职业羁绊提供层数 +1。
|
||||
* **点评:** “生物里代码写得最好的,码农里最懂分子式的。”
|
||||
|
||||
#### 4. 【精神股东】 (Fanatic)
|
||||
|
||||
* **效果:** 如果当前激活了【卷王】或【富家子弟】羁绊,该单位享受的羁绊加成效果 **翻倍**。
|
||||
* **叠层互动:** 单体享受双倍Buff。
|
||||
* **点评:** “明明拿的是实习生的工资,操的却是CEO的心。”
|
||||
|
||||
#### 5. 【气氛组】 (Hype Man)
|
||||
|
||||
* **效果:** 只要他在场,当前激活的所有羁绊层数需求 **-1**(例如原本 4 人触发的效果,现在 3 人即可触发)。但全队压力增长 +10%。
|
||||
* **叠层互动:** 降低触发门槛(仅限第二层级以上)。
|
||||
* **点评:** “只要我不尴尬,这个组就是世界一流团队。”
|
||||
|
||||
#### 6. 【领头羊】 (Alpha)
|
||||
|
||||
* **效果:** 必须作为队长(放在特定核心格子上)才能生效。使当前最高的职业羁绊等级 **+1**(突破上限,如创造出 7 层羁绊效果)。
|
||||
* **叠层互动:** 突破上限。
|
||||
* **点评:** “他重新定义了这个专业。”
|
||||
@ -284,29 +327,35 @@
|
||||
---
|
||||
|
||||
### 二、 减益/干扰型:副作用与高回报 (Disruptors)
|
||||
|
||||
*这些棋子通常数值极高,但会破坏团队化学反应,适合“独狼”或特定解法。*
|
||||
|
||||
#### 7. 【害群之马】 (Black Sheep)
|
||||
|
||||
* **效果:** 该单位的全属性 +50%(极强),但在计算任何羁绊层数时,**视为 -1 个单位**。
|
||||
* **叠层互动:** 扣除层数。可能导致原本激活的 (4) 层掉回 (3) 层。
|
||||
* **点评:** “技术是大牛,但只要他在,团队就没法团结。”
|
||||
|
||||
#### 8. 【独行侠】 (Lone Wolf)
|
||||
|
||||
* **效果:** 如果该单位**没有**激活任何羁绊(既不是卷王也不享受职业加成),攻击力 +100%。
|
||||
* **叠层互动:** 只有不叠层才强。
|
||||
* **点评:** “我不抱团,我就是大腿。”
|
||||
|
||||
#### 9. 【熵增发生器】 (Entropy Generator)
|
||||
|
||||
* **效果:** 随机**无效化**场上的一个已激活羁绊,转化为全队的“吸血”效果(工作回心情)。
|
||||
* **叠层互动:** 献祭羁绊换取生存。
|
||||
* **点评:** “毁灭秩序,带来混乱的快乐。”
|
||||
|
||||
#### 10. 【鄙视链顶端】 (Elitist)
|
||||
|
||||
* **效果:** 如果他在场,**除他以外**的所有同职业棋子(如其他写手)羁绊收益归零,但他本人获得所有被归零收益的总和。
|
||||
* **叠层互动:** 吸星大法,献祭队友养大哥。
|
||||
* **点评:** “文无第一,但我就是第一,你们都是垃圾。”
|
||||
|
||||
#### 11. 【社恐患者】 (Social Phobia)
|
||||
|
||||
* **效果:** 如果激活了【人群画像】(如卷王/摸鱼党)这种涉及社交氛围的羁绊,他会立刻**逃跑**(离场或停止工作)。只有在“无阵营”状态下才能工作。
|
||||
* **叠层互动:** 互斥机制。
|
||||
* **点评:** “人一多我就想吐。”
|
||||
@ -314,19 +363,23 @@
|
||||
---
|
||||
|
||||
### 三、 特殊机制型:动态与随机 (Special Mechanics)
|
||||
|
||||
*增加Roguelike的不可预测性。*
|
||||
|
||||
#### 12. 【墙头草】 (Bandwagoner)
|
||||
|
||||
* **效果:** 每回合开始时,随机变成场上人数最多的那个职业。
|
||||
* **叠层互动:** 动态补位。
|
||||
* **点评:** “这就是所谓的'追逐热点',哪个方向火我就搞哪个。”
|
||||
|
||||
#### 13. 【卧底】 (Imposter)
|
||||
|
||||
* **效果:** 表面上显示为【卷王】,实际上在计算层数时视为【摸鱼党】。
|
||||
* **叠层互动:** 欺骗玩家(或者在PVP/对抗模式中欺骗对手)。
|
||||
* **点评:** “看他在疯狂敲键盘,其实是在和群友对喷。”
|
||||
|
||||
#### 14. 【催化剂】 (Catalyst)
|
||||
|
||||
* **效果:** 他不提供层数,但能改变羁绊的**性质**。
|
||||
* 例如:让【卷王】羁绊的“攻速加成”变为“金钱产出”。
|
||||
* 例如:让【摸鱼党】羁绊的“心情恢复”变为“甚至能恢复压力(San值)”。
|
||||
@ -334,31 +387,37 @@
|
||||
* **点评:** “他改变了这股风气的走向。”
|
||||
|
||||
#### 15. 【内卷终结者】 (The Breaker)
|
||||
|
||||
* **效果:** 当【卷王】层数达到 (6) 时,他会自爆,清空所有卷王层数,并给予全队一个巨额的“解放”Buff(瞬间完成当前任务)。
|
||||
* **叠层互动:** 阈值触发型核弹。
|
||||
* **点评:** “同归于尽吧,该死的KPI!”
|
||||
|
||||
#### 16. 【学术寄生虫】 (Parasite)
|
||||
|
||||
* **效果:** 只要场上有任何 (4) 层以上的羁绊激活,该单位每回合自动升级(星级/属性提升),但他自己不贡献层数。
|
||||
* **叠层互动:** 纯收益者。
|
||||
* **点评:** “大树底下好乘凉。”
|
||||
|
||||
#### 17. 【教条主义者】 (Purist)
|
||||
|
||||
* **效果:** 只有当全队**所有单位**都是同一个职业(如全是代码工)时,全队属性 +50%。只要混入一个异类,加成消失。
|
||||
* **叠层互动:** 纯色队核心。
|
||||
* **点评:** “我们的血统必须纯正。”
|
||||
|
||||
#### 18. 【客座教授】 (Visiting Scholar)
|
||||
|
||||
* **效果:** 每回合随机获得一个不同的职业标签(本回合是【笔杆子】,下回合是【大忽悠】)。
|
||||
* **叠层互动:** 随机性补位。
|
||||
* **点评:** “我在很多领域都有涉猎……虽然都不精。”
|
||||
|
||||
#### 19. 【镜像】 (Mirror)
|
||||
|
||||
* **效果:** 复制站在他**左边**那个棋子的所有职业和人群标签。
|
||||
* **叠层互动:** 位置相关的复制。
|
||||
* **点评:** “导师,我也想做师兄那个课题。”
|
||||
|
||||
#### 20. 【负重训练】 (Weight Trainer)
|
||||
|
||||
* **效果:** 他使所有羁绊的触发门槛 **+1**(例如需要 3 人才能触发 2 人效果),但一旦触发,效果提升 **150%**。
|
||||
* **叠层互动:** 提高门槛换取高强度的后期流派。
|
||||
* **点评:** “我们要走精英路线,不是什么阿猫阿狗都能进来的。”
|
||||
|
||||
@ -7,7 +7,8 @@
|
||||
|
||||
## 1. 行为逻辑总述 (General Behavior Logic)
|
||||
|
||||
在游戏的“自走阶段”(30秒自由行动),角色(学生/导师/职工)并非仅仅是执行任务的机器,而是拥有**生理需求**、**心理状态**和**个人性格**的自主智能体。
|
||||
在游戏的“自走阶段”(30秒自由行动),角色(学生/导师/职工)并非仅仅是执行任务的机器,而是拥有**生理需求**、**心理状态**和**个人性格
|
||||
**的自主智能体。
|
||||
|
||||
角色的行为决策遵循以下**优先级队列**:
|
||||
|
||||
@ -24,6 +25,7 @@
|
||||
校园分为8个核心区域,每个区域对应特定的行为模式和属性变化。
|
||||
|
||||
### 2.1 实验室 (Laboratory)
|
||||
|
||||
* **功能定义:** 科研生产的核心区域,进行“学术探索”任务。
|
||||
* **进入条件:**
|
||||
* 被分配了【实验类】任务(如“产出论文草稿”)。
|
||||
@ -37,6 +39,7 @@
|
||||
* *甚至不是人(AI成精):* 不进入实验室,而是通过网络远程占用设备。
|
||||
|
||||
### 2.2 图书馆 (Library)
|
||||
|
||||
* **功能定义:** 知识获取与文本生产区域。
|
||||
* **进入条件:**
|
||||
* 被分配了【写作类】任务(如“论文润色”、“文献综述”)。
|
||||
@ -47,6 +50,7 @@
|
||||
* **寻找灵感 (Seeking Inspiration):** 在书架间移动,不产出进度,但增加下一次产出的暴击率。
|
||||
|
||||
### 2.3 食堂 (Canteen)
|
||||
|
||||
* **功能定义:** 生理补给站。
|
||||
* **进入条件:**
|
||||
* 角色【饥饿值】低于阈值。
|
||||
@ -57,6 +61,7 @@
|
||||
* **吐槽 (Gossiping):** 进食时与邻座角色交互,随机恢复心情或传播“摸鱼”Buff。
|
||||
|
||||
### 2.4 寝室 (Dormitory)
|
||||
|
||||
* **功能定义:** 休息与娱乐,San值避风港。
|
||||
* **进入条件:**
|
||||
* 角色【体力】极低或【心情】较差。
|
||||
@ -68,6 +73,7 @@
|
||||
* **甚至不回寝室:** 【卷王】(6层羁绊) 会无视寝室需求,直接在工位打地铺。
|
||||
|
||||
### 2.5 人工湖 (Artificial Lake)
|
||||
|
||||
* **功能定义:** 心理急救中心。
|
||||
* **进入条件:**
|
||||
* 角色处于**【崩溃 (Mental Breakdown)】**状态(压力满)。
|
||||
@ -77,6 +83,7 @@
|
||||
* **跳河 (Suicide):** 极低概率触发,因为长期处于崩溃状态导致角色退出。
|
||||
|
||||
### 2.6 咖啡店 (Coffee Shop)
|
||||
|
||||
* **功能定义:** 兴奋剂补给站,Buff获取点。
|
||||
* **进入条件:**
|
||||
* 角色【精力】下降但仍有任务在身。
|
||||
@ -87,6 +94,7 @@
|
||||
* **商务洽谈 (Business Talk):** 【大忽悠】或【经济学】角色在此可能触发“获得额外经费”的小事件。
|
||||
|
||||
### 2.7 行政楼 (Administration Building)
|
||||
|
||||
* **功能定义:** 财务报销与行政手续处理。
|
||||
* **进入条件:**
|
||||
* 任务阶段涉及到“报销”、“审批”环节。
|
||||
@ -98,6 +106,7 @@
|
||||
* **盖章 (Stamping):** 任务完成的必要步骤。
|
||||
|
||||
### 2.8 足球场 (Football Field)
|
||||
|
||||
* **功能定义:** 锻炼身体,发泄精力。
|
||||
* **进入条件:**
|
||||
* 角色【健康值】较低,需要锻炼。
|
||||
@ -114,7 +123,7 @@
|
||||
角色的特质(Traits)和羁绊(Synergies)会覆盖或修正上述默认行为规则。
|
||||
|
||||
| 特质/羁绊 | 修正规则 |
|
||||
| :--- | :--- |
|
||||
|:-------------------------|:-------------------------------------------------------------------|
|
||||
| **【卷王】 (The Grinder)** | **拒绝休息:** 当体力/心情低于阈值时,仍有 50% 概率拒绝前往寝室/湖边,而是去咖啡店买咖啡强撑。 |
|
||||
| **【摸鱼党】 (The Slacker)** | **路径偏移:** 在前往实验室/图书馆的路上,有 30% 概率“迷路”进食堂或寝室逗留 5 秒。 |
|
||||
| **【社恐】 (Social Phobia)** | **避开人群:** 动态检测人数。如果目标区域(如食堂)人数 > 3,会转身去买自动贩卖机或饿着,或者去无人的角落(如人工湖死角)。 |
|
||||
|
||||
188
docs/配置定义系统文档.md
Normal file
@ -0,0 +1,188 @@
|
||||
# 配置定义系统文档 (Definition System)
|
||||
|
||||
本文档详细说明了《最强导师》游戏中的数据定义系统。该系统采用数据驱动(Data-Driven)的设计理念,将核心游戏内容(如学科、角色、特质等)与代码逻辑分离,存储为 JSON 格式的配置文件。这不仅便于开发过程中的数值调整,也为未来的 Mod 支持打下了基础。
|
||||
|
||||
## 1. 系统概述
|
||||
|
||||
游戏的核心数据存储在 `resources/definitions/` 目录下。游戏启动时,`ContentRegistry`(位于 `scripts/Core/ContentRegistry.cs`)负责加载这些文件,并将它们反序列化为 C# 对象,最终汇聚在 `GameContentDatabase` 中供游戏逻辑查询。
|
||||
|
||||
**主要特点:**
|
||||
* **格式统一**:主要使用 JSON 格式。
|
||||
* **支持热加载/Mod**:设计上支持从多个源(`res://` 或 `user://`)加载并合并数据。
|
||||
* **国际化支持**:所有名称和描述都包含 `Key` (本地化键) 和 `Fallback` (默认文本)。
|
||||
|
||||
## 2. 核心数据结构
|
||||
|
||||
几乎所有的定义文件都复用了以下核心数据结构。
|
||||
|
||||
### 2.1 DefinitionHeader (通用头部)
|
||||
所有定义对象都包含一个 `Header` 字段,用于标识身份。
|
||||
|
||||
| 字段名 | 类型 | 说明 |
|
||||
| :--- | :--- | :--- |
|
||||
| `Id` | `string` | 唯一标识符,建议格式 `namespace:type_name` (如 `core:archetype_grinder`)。 |
|
||||
| `Name` | `LocalizedText` | 显示名称。 |
|
||||
| `Description` | `LocalizedText` | 详细描述。 |
|
||||
| `IconPath` | `string` | 图标资源路径 (可选)。 |
|
||||
| `Tags` | `List<string>` | 标签列表,用于分类或过滤。 |
|
||||
|
||||
### 2.2 LocalizedText (本地化文本)
|
||||
用于支持多语言。
|
||||
|
||||
| 字段名 | 类型 | 说明 |
|
||||
| :--- | :--- | :--- |
|
||||
| `Key` | `string` | 翻译文件中的 Key (如 `archetype.grinder.name`)。 |
|
||||
| `Fallback` | `string` | 当找不到翻译时的默认显示文本。 |
|
||||
|
||||
### 2.3 ModifierBundle (数值修正包)
|
||||
用于描述 Buff、Debuff 或被动效果。它不直接修改数值,而是提供加成或规则 ID。
|
||||
|
||||
* **AttributeModifiers**: 属性修正 (如 `Academic`, `Engineering`)。
|
||||
* `Type`: 属性枚举。
|
||||
* `Add`: 固定加值。
|
||||
* `Multiplier`: 乘法倍率 (默认为 1.0)。
|
||||
* **StatusModifiers**: 状态修正 (如 `Mood`, `Stress`)。
|
||||
* **ResourceModifiers**: 资源修正 (如 `Money`)。
|
||||
* **RuleIds**: `List<string>`,特殊规则的 ID (如 `rule:no_sleep`),由代码逻辑解析具体效果。
|
||||
|
||||
---
|
||||
|
||||
## 3. 定义类型详解
|
||||
|
||||
以下是各类定义文件的详细说明。
|
||||
|
||||
### 3.1 学科 (Disciplines)
|
||||
**文件**: `resources/definitions/disciplines.json`
|
||||
**对应类**: `DisciplineDefinition`
|
||||
|
||||
定义了游戏中的学术流派(如“经济学”、“计算机科学”)。学科决定了核心的资源循环机制和允许使用的角色。
|
||||
|
||||
* **Buff**: 学科全局 Buff,通常提供特定资源产出或属性加成。
|
||||
* **RolePoolIds**: 该学科允许使用的角色 ID 列表。
|
||||
* **ItemPoolIds**: 该学科关联的特殊物品池。
|
||||
* **TaskKeywordIds**: 任务生成的关键词偏好。
|
||||
|
||||
**示例片段**:
|
||||
```json
|
||||
{
|
||||
"Header": { "Id": "core:discipline_computer", ... },
|
||||
"Buff": {
|
||||
"Name": { "Fallback": "Overclock" },
|
||||
"Modifiers": {
|
||||
"AttributeModifiers": [{ "Type": "Engineering", "Add": 5, "Multiplier": 1.05 }]
|
||||
}
|
||||
},
|
||||
"RolePoolIds": [ "core:role_geek", "core:role_coder" ]
|
||||
}
|
||||
```
|
||||
|
||||
### 3.2 角色身份 (Roles)
|
||||
**文件**: `resources/definitions/roles.json`
|
||||
**对应类**: `RoleDefinition` (推测)
|
||||
|
||||
定义了学生在实验室中的具体分工(如“码农”、“实验员”)。
|
||||
|
||||
* **Tiers**: 角色等级列表。通常随人数或投入增加解锁更高级别的修正。
|
||||
* `RequiredCount`: 激活该层级所需数量。
|
||||
* `Modifiers`: 该层级提供的修正包。
|
||||
* **AllowedDisciplineIds**: (可选) 限制该角色只能在特定学科中使用。
|
||||
|
||||
**示例片段**:
|
||||
```json
|
||||
{
|
||||
"Header": { "Id": "core:role_coder", ... },
|
||||
"Tiers": [
|
||||
{
|
||||
"RequiredCount": 2,
|
||||
"Modifiers": { "AttributeModifiers": [{ "Type": "Engineering", "Multiplier": 1.20 }] }
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
### 3.3 原型 (Archetypes)
|
||||
**文件**: `resources/definitions/archetypes.json`
|
||||
**对应类**: `ArchetypeDefinition` (推测)
|
||||
|
||||
定义了学生的性格原型(如“卷王”、“摸鱼怪”)。类似于种族天赋,随同类学生数量增加而增强。
|
||||
|
||||
* **Tiers**: 羁绊等级列表。
|
||||
* `RequiredCount`: 激活羁绊所需人数。
|
||||
* `Modifiers`: 羁绊效果。
|
||||
|
||||
**示例片段**:
|
||||
```json
|
||||
{
|
||||
"Header": { "Id": "core:archetype_grinder", ... },
|
||||
"Tiers": [
|
||||
{
|
||||
"RequiredCount": 2,
|
||||
"Modifiers": { "AttributeModifiers": [{ "Type": "Activation", "Multiplier": 1.15 }] }
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
### 3.4 特质 (Traits)
|
||||
**文件**: `resources/definitions/traits.json`
|
||||
**对应类**: `TraitDefinition` (推测)
|
||||
|
||||
定义了学生个体的具体特征(如“咖啡依赖”、“夜猫子”)。
|
||||
|
||||
* **Modifiers**: 特质带来的修正效果,通常直接包含 `RuleIds` 来触发特殊逻辑。
|
||||
|
||||
**示例片段**:
|
||||
```json
|
||||
{
|
||||
"Header": { "Id": "core:trait_night_owl", ... },
|
||||
"Modifiers": { "RuleIds": [ "rule:trait_night_owl" ] }
|
||||
}
|
||||
```
|
||||
|
||||
### 3.5 校园行为与模拟参数 (Campus Behavior)
|
||||
**文件**: `resources/definitions/campus_behavior.json`
|
||||
**对应结构**: 模拟配置对象 (非标准 Definition)
|
||||
|
||||
定义了模拟系统的全局常数和行为交互规则。
|
||||
|
||||
* **Thresholds**: 各种状态的阈值(如 `CriticalStressThreshold`: 90)。
|
||||
* **Decay/Growth Rates**: 状态随时间变化的速率(如 `HungerDecayPerSecond`)。
|
||||
* **ActionConfigs**: 定义学生可执行的具体动作。
|
||||
* `ActionId`: 动作 ID (如 `Eating`)。
|
||||
* `LocationId`: 执行地点 (如 `Canteen`)。
|
||||
* `DurationSeconds`: 持续时间。
|
||||
* `*Delta`: 执行该动作对各项数值的影响 (如 `HungerDelta`, `StressDelta`)。
|
||||
|
||||
**示例片段**:
|
||||
```json
|
||||
{
|
||||
"CriticalStressThreshold": 90,
|
||||
"ActionConfigs": [
|
||||
{
|
||||
"ActionId": "Eating",
|
||||
"LocationId": "Canteen",
|
||||
"HungerDelta": 3.00,
|
||||
"StressDelta": -0.50
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
## 4. 如何添加新内容
|
||||
|
||||
1. **找到对应文件**: 在 `resources/definitions/` 下找到对应类型的 JSON 文件。
|
||||
2. **复制模板**: 复制现有的一个对象块。
|
||||
3. **修改 ID**: 确保 `Header.Id` 是全局唯一的。
|
||||
4. **配置参数**: 修改名称、描述和修正数值。
|
||||
5. **重启游戏**: 数据将在游戏启动时重新加载。
|
||||
|
||||
## 5. 关联代码文件
|
||||
|
||||
* **加载逻辑**: `scripts/Core/ContentRegistry.cs`
|
||||
* **数据仓库**: `scripts/Models/GameContentDatabase.cs`
|
||||
* **学科定义**: `scripts/Models/DisciplineDefinitions.cs`
|
||||
* **修正结构**: `scripts/Models/Modifiers.cs`
|
||||
* **通用结构**: `scripts/Models/DefinitionSupport.cs`
|
||||
|
||||
---
|
||||
*文档生成日期: 2026-01-17*
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