docs: 添加项目文档和图表文件
添加游戏设计文档、技术架构文档、数值经济文档等内容 新增Mermaid图表文件描述系统架构和流程 包含README说明文档结构和阅读顺序
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flowchart TB
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UI[UI: React/Canvas/纯DOM均可] --> APP[Application: 用例与指令]
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APP --> DOM[Domain: 规则引擎与模型]
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DOM --> RNG[RNG: 可注入种子]
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APP --> DATA[Data: 配置/存档/API]
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DATA --> CT[Content: 表与包]
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DATA --> SAV[Save: 本地/云端]
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DATA --> NET[Net: 后端API]
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sequenceDiagram
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participant P as 玩家
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participant UI as 客户端UI
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participant SIM as Simulation(时间/状态)
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participant CT as Content(配置与表)
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participant EVT as Event(事件引擎)
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participant CMB as Combat(战斗引擎)
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participant SAV as Save(存档)
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P->>UI: 选择地点/动作
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UI->>SIM: 请求推进时间(Δt)
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SIM->>CT: 读取状态消耗/刷新规则
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SIM->>EVT: 抽取事件(按地点/权重/条件)
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EVT-->>UI: 返回事件(文本/选项/结果预览)
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alt 触发战斗
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UI->>CMB: 初始化战斗(玩家/敌人/距离/武器)
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CMB-->>UI: 回合结果/日志
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end
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UI->>SAV: 自动存档/快速保存
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stateDiagram-v2
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[*] --> Init
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Init --> PlayerTurn
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PlayerTurn --> Resolve
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Resolve --> EnemyTurn
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EnemyTurn --> Resolve
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Resolve --> CheckEnd
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CheckEnd --> PlayerTurn: 未结束
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CheckEnd --> Escape: 逃跑成功
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CheckEnd --> Win: 敌人死亡
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CheckEnd --> Lose: 玩家死亡/崩溃
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Escape --> [*]
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Win --> [*]
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Lose --> [*]
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flowchart LR
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A[基地:整理与制作] --> B[准备:补给与装备]
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B --> C[出行:移动到地点]
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C --> D[探索:资源/事件/任务]
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D --> E{遭遇?}
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E -->|战斗| F[战斗与消耗]
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E -->|非战斗事件| G[选择与结果]
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F --> H[回收:战利品/伤病/污染]
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G --> H
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H --> I[发展:科技/工具/基地能力]
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I --> A
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flowchart LR
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T[时间] --> C1[状态消耗]
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C1 -->|逼迫补给| S[补给消耗品]
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T --> A[行动:探索/采集/制作/战斗]
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A --> R[产出:资源/线索/装备]
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R --> U[发展:设施/科技/工具]
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U -->|效率提升| A
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A -->|风险| D[伤病/辐射/损耗]
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D -->|治疗/修理| S
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flowchart TB
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H[基地] --- A[低风险补给点]
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H --- B[教学废墟]
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A --- C[村庄/交易点]
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B --- D[城市废墟]
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C --- E[森林边缘]
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D --- F[地铁入口]
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E --- G[避难所外围]
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F --- G
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sequenceDiagram
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participant C as Client
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participant API as Save API
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participant DB as Database
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C->>API: PUT /saves/{slotId} (save, If-Match)
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API->>API: 校验Schema/引用/数值
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API->>DB: 写入(事务)
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DB-->>API: ok
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API-->>C: 200 (new etag)
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flowchart TD
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A[advanceTime Δt] --> B[状态消耗]
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B --> C[Buff结算]
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C --> D[资源生长]
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D --> E[遭遇/敌人刷新]
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E --> F[灾害结算]
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F --> G[任务/事件检查]
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G --> H[日志与提示]
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flowchart TB
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A[顶部栏:时间/地点/灾害] --> B[状态区:生存状态]
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B --> C[主操作区:地点动作/事件/战斗]
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C --> D[信息区:日志/提示/详情]
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B --> E[背包/仓库面板]
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C --> F[制作/科技面板]
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C --> G[任务面板]
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