TH1/Design/final/mechanics/core-loop.html

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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>TH1 核心循环</title>
<link rel="stylesheet" href="/api/design/shared/design-doc.css">
</head>
<body>
<main class="doc-shell narrow">
<header class="doc-hero compact">
<p class="eyebrow">Mechanics / Core</p>
<h1>核心循环</h1>
<p class="lead">核心循环必须同时服务玩家、AI、联机和回放。任何能改变战局的设计最终都要落到可验证的行动、数据变更和表现反馈。</p>
</header>
<section class="doc-section">
<h2>回合结构</h2>
<ol class="rule-list">
<li><strong>回合开始:</strong>刷新城市产出、技能状态、可行动单位和回合事件。</li>
<li><strong>玩家决策:</strong>移动、攻击、训练、建造、研发、外交、城市升级。</li>
<li><strong>行动执行:</strong>构造参数、校验合法性、进入 ActionLogic 执行并广播事件。</li>
<li><strong>表现播放:</strong>动画、特效、UI 和 Renderer 根据事件与 Presentation 队列更新。</li>
<li><strong>回合结束:</strong>处理持续状态、AI 队列、胜利条件、存档/上传等外围逻辑。</li>
</ol>
</section>
<section class="doc-section">
<h2>设计约束</h2>
<div class="callout-grid">
<article><h3>规则要短</h3><p>每个行动最好能用一句话解释,同时允许技能层叠形成深度。</p></article>
<article><h3>状态要可见</h3><p>恐惧、满月、金刚身、粗糙身等状态必须在 UI、伤害预览和战斗表现中一致。</p></article>
<article><h3>行为要同步</h3><p>联机、AI 和玩家输入都不应绕过共享 Action 层。</p></article>
</div>
</section>
<footer class="doc-footer"><a href="index.html">返回机制总览</a></footer>
</main>
</body>
</html>