v2收尾:手势升级 + 暂停退出 + 结局语音化 + 分支补全 + 12条新音频
gestures.js: 新增长按(1s)、两指长按(暂停)、三指点击(退出),支持多指检测 engine.js: REPLY_COUNT变量、长按重播/状态广播、暂停恢复退出机制、 选择提示音、结局台词预录音频替换TTS、内容预警+心理热线 story.js: MSG-10/11 follow-up补全down(沉默)选项 index.html: 操作指南添加长按/安全手势、内容预警文字 batch_tts_voxcpm.py: 新增12条台词(结局旁白+系统提示+分支NPC反应) audio/mp3/tts: 12个VoxCPM2生成的林夏声线MP3 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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+127
-16
@@ -6,6 +6,7 @@
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// 新增状态:
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// responding — 林夏说话中(打字音效 + 语音播放)
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// reacting — NPC反应播放中
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// paused — 游戏暂停(两指长按触发)
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class GameEngine {
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constructor() {
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@@ -20,6 +21,7 @@ class GameEngine {
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ZHOUNAN_SHARE: false,
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SELF_RECORD: false,
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UNREAD: 0,
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REPLY_COUNT: 0,
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};
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this.profile = new ProfileTracker();
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@@ -35,6 +37,9 @@ class GameEngine {
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this._pendingResolve = null; // 用于中断语音播放的 resolve
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this._skipRequested = false; // 跳过标志
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// 暂停系统
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this._pausedState = null; // 暂停前的状态
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this.gest = null;
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}
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@@ -49,10 +54,11 @@ class GameEngine {
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idle: '',
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notification: '单击 播放 · 双击 跳过',
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ringing: '单击 接听 · 左滑 拒接',
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playing: '双击 跳过',
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playing: '双击 跳过 · 长按 重播',
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choosing: '→温暖 ←冷淡 ↑追问 ↓沉默',
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responding: '双击 跳过',
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reacting: '双击 跳过',
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paused: '单击 继续 · 三指点击 退出',
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ending: '',
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};
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el.textContent = H[s] || '';
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@@ -65,17 +71,24 @@ class GameEngine {
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init(gestureDetector) {
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this.gest = gestureDetector;
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this.gest
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.on('singletap', () => this._onTap())
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.on('doubletap', () => this._onDoubleTap())
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.on('swipe_left', () => this._onSwipe('left'))
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.on('swipe_right', () => this._onSwipe('right'))
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.on('swipe_up', () => this._onSwipe('up'))
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.on('swipe_down', () => this._onSwipe('down'));
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.on('singletap', () => this._onTap())
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.on('doubletap', () => this._onDoubleTap())
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.on('swipe_left', () => this._onSwipe('left'))
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.on('swipe_right', () => this._onSwipe('right'))
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.on('swipe_up', () => this._onSwipe('up'))
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.on('swipe_down', () => this._onSwipe('down'))
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.on('longpress', () => this._onLongPress())
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.on('twofinger_longpress', () => this._onPause())
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.on('threefinger_tap', () => this._onExit());
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}
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async start() {
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this._queue = [...MESSAGES];
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// 内容预警
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await this._playVoiceAsync([`${T}/v2_sys_content_warning_wav_v1.mp3`]);
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await sleep(1000);
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await Snd.startAmbience(AMBIENCE_DEFAULT, { vol: 0.15 });
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await sleep(1500);
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Snd.startBGM(`${MUS}/lv11_bgm_m1_main_loop_v1.mp3`, { vol: 0.1 });
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@@ -334,6 +347,7 @@ class GameEngine {
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this.state = 'choosing';
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SFX_UI.choiceReady();
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Haptic.confirm();
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Snd.playVoice([`${T}/v2_sys_wait_reply_wav_v1.mp3`]);
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this._startReminder();
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}
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@@ -369,6 +383,7 @@ class GameEngine {
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// 2. 应用状态和画像
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if (!choice.isSilence) {
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this.msgState[this.currentMsg.id] = 'replied';
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this.vars.REPLY_COUNT++;
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}
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if (choice.state) this._applyState(choice.state);
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if (choice.profile) this.profile.add(choice.profile);
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@@ -516,6 +531,13 @@ class GameEngine {
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_onTap() {
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const s = this.state;
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// 暂停中 → 恢复
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if (s === 'paused') {
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this._onResume();
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return;
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}
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if (s === 'ringing') {
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this._answerCall(this.currentMsg);
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} else if (s === 'notification') {
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@@ -530,6 +552,8 @@ class GameEngine {
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_onDoubleTap() {
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const s = this.state;
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if (s === 'paused') return;
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if (s === 'ringing') {
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this._rejectCall(this.currentMsg);
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return;
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@@ -579,6 +603,8 @@ class GameEngine {
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_onSwipe(dir) {
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const s = this.state;
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if (s === 'paused') return;
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if (s === 'ringing') {
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if (dir === 'left') this._rejectCall(this.currentMsg);
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else if (dir === 'right') this._answerCall(this.currentMsg);
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@@ -602,6 +628,83 @@ class GameEngine {
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}
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}
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// ── 长按:重播 / 状态广播 ──
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_onLongPress() {
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const s = this.state;
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if (s === 'paused' || s === 'ending') return;
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Haptic.confirm();
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// playing/responding/reacting/choosing → 重播当前消息音频
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if ((s === 'playing' || s === 'responding' || s === 'reacting' || s === 'choosing') && this.currentMsg) {
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this._interruptVoice();
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if (this.currentMsg.audio?.length > 0) {
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this._playVoiceAsync(this.currentMsg.audio);
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} else if (this.currentMsg.type === 'wechat_text' && this.currentMsg.text) {
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TTS.speak(this.currentMsg.text);
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}
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return;
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}
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// idle/notification → 广播未读数
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TTS.speak(`当前未读${this.vars.UNREAD}条消息`);
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}
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// ── 暂停 ──
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_onPause() {
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const s = this.state;
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if (s === 'ending' || s === 'paused') return;
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this._pausedState = s;
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this._interruptVoice();
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this._clearReminder();
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Haptic.stop();
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this.state = 'paused';
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Snd.playVoice([`${T}/v2_sys_paused_wav_v1.mp3`]);
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}
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// ── 恢复 ──
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_onResume() {
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Snd.stopVoice();
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const prev = this._pausedState || 'idle';
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this._pausedState = null;
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// 语音无法断点续播,根据暂停前状态决定恢复行为
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if (prev === 'choosing' && this._currentChoices) {
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this.state = 'choosing';
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SFX_UI.choiceReady();
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Haptic.confirm();
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this._startReminder();
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} else if (prev === 'notification' || prev === 'ringing') {
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this.state = prev;
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this._startReminder();
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} else {
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// playing/responding/reacting → 无法续播,推进到下一条或回到选择
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if (this._currentChoices) {
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this._enterChoosing(this._currentChoices);
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} else {
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this._proceedToNext();
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}
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}
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}
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// ── 退出 ──
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_onExit() {
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if (this.state !== 'paused') return;
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this._endingTriggered = true;
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this._interruptVoice();
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// 退出不需要特殊音频,直接返回开始页
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setTimeout(() => {
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const startEl = document.getElementById('start');
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if (startEl) {
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startEl.style.opacity = '1';
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startEl.style.display = 'flex';
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}
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}, 2000);
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}
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// ══════════════════════════════════════════
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// 结局系统
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// ══════════════════════════════════════════
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@@ -611,30 +714,29 @@ class GameEngine {
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const v = this.vars;
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// 结局E(隐藏)
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// 结局E(隐藏)— 优先级 1
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if (v.ZHOUNAN_DEPTH >= 2 && v.ZHOUNAN_SHARE &&
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(this.profile.label === 'engagement' || this.profile.label === 'nostalgia')) {
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return this._triggerEnding('E');
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}
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// 结局A:妈妈连接 + 自己录音
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// 结局A:妈妈连接 + 自己录音 — 优先级 2
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if (v.MOM_LINK && v.SELF_RECORD) {
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return this._triggerEnding('A');
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}
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// 结局B:拒了阿哲 + 回了周南
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// 结局B:拒了阿哲 + 回了周南 — 优先级 3
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if (v.HE_BACK === false && v.ZHOUNAN_DEPTH >= 1) {
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return this._triggerEnding('B');
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}
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// 结局C:全部已读但极少回复
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const replied = Object.values(this.msgState).filter(s => s === 'replied').length;
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const read = Object.values(this.msgState).filter(s => s !== 'unread').length;
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if (read >= MESSAGES.length - 2 && replied <= 2) {
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// 结局C:全部已读但极少回复 — 优先级 4
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const read = Object.values(this.msgState).filter(s => s !== 'unread').length;
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if (read >= MESSAGES.length - 2 && v.REPLY_COUNT <= 2) {
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return this._triggerEnding('C');
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}
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// 结局D(兜底)
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// 结局D(兜底)— 优先级 5
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this._triggerEnding('D');
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}
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@@ -659,6 +761,10 @@ class GameEngine {
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E: () => this._endingE(),
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}[type];
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if (fn) await fn();
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// 结局后播报心理支持热线
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await sleep(3000);
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await this._playVoiceAsync([`${T}/v2_sys_hotline_wav_v1.mp3`]);
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}
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async _endingA() {
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@@ -668,13 +774,15 @@ class GameEngine {
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await sleep(4000);
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SFX_UI.ending();
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this._showCaption('明天再说。');
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await this._playVoiceAsync([`${T}/v2_ending_a_linxia_wav_v1.mp3`]);
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}
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async _endingB() {
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await sleep(2000);
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SFX_UI.ending();
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await sleep(1000);
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this._showCaption('寄出。');
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this._showCaption('寄出去了。');
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await this._playVoiceAsync([`${T}/v2_ending_b_linxia_wav_v1.mp3`]);
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}
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async _endingC() {
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@@ -682,6 +790,7 @@ class GameEngine {
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SFX_UI.ending();
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await sleep(1000);
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this._showCaption('今晚就这样。');
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await this._playVoiceAsync([`${T}/v2_ending_c_linxia_wav_v1.mp3`]);
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}
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async _endingD() {
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@@ -692,6 +801,7 @@ class GameEngine {
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Snd.startAmbience(`${AMB}/amb_dawn_birds_v1.mp3`, { vol: 0.4 });
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await sleep(4000);
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this._showCaption('早上好。');
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await this._playVoiceAsync([`${T}/v2_ending_d_linxia_wav_v1.mp3`]);
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}
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async _endingE() {
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@@ -704,6 +814,7 @@ class GameEngine {
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SFX_UI.ending();
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await sleep(1000);
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this._showCaption('好。');
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await this._playVoiceAsync([`${T}/v2_ending_e_linxia_wav_v1.mp3`]);
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}
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_showCaption(text) {
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