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太古纪元:霸业 — Xianxia Pixel MMORPG

太古纪元:霸业 is a 2.5D pixel-art cultivation (修仙) MMORPG set in a Warring States-inspired world. The game combines national strategy, family/clan politics, individual cultivation progression, and AI-driven NPC behavior.

MDH 大荒界 · 智能体世界

本项目是 MDH 大荒界 智能体世界的玩家前端。

  • MDH-Company (数字员工操作系统) — 管理后台,AI agent 团队协作执行任务
  • MDH-Game (本项目) — 太古纪元:霸业,2.5D 修仙 MMORPG

NPC 由 C++ ECS agent-kernel 驱动,拥有与 Company 数字员工相同的技能、记忆和经验值。

Two runtimes coexist:

  • TypeScript (Node.js): Game server (Express + Socket.IO) + React client (Vite + Three.js)
  • C++: High-performance ECS engine for NPC simulation (100K+ entities), connected via IPC/Unix sockets for LLM-powered NPC planning

Quick Start

# Install dependencies
npm install

# Development server (starts Express + Socket.IO on port 3000)
npm run dev

# Run tests (29 test files, 653+ tests)
npm test

# Production build
npm run build

# Start production server
npm start

# Lint
npm run lint

Features

  • Cultivation system: 10 realms (凡人→练气→筑基→金丹→元婴→化神→炼虚→合体→大乘→渡劫), talent attributes, breakthroughs, ascension
  • Alchemy & Forging: 6 pill recipes + 6 forge recipes, success rate calculation, hall buffs, slot-based equipment generation
  • Combat: Auto-combat with proportional damage formula, 7 monster types, NPC vs monster combat, squad combat
  • Faction system: Create/manage factions with 6 building types (3 upgrade levels each), officer appointments, tax collection
  • Diplomacy & War: 5 diplomacy actions, 5 diplomatic statuses, war hostility, truce system
  • NPC AI: LLM-driven NPC planning (OpenAI/Gemini), 50 NPC world simulation, relationship matrix, memory system
  • NPC dialogue: LLM-generated Chinese dialogue with personality/emotion/memory context, scripted fallback
  • Squad system: Recruit NPCs as squad members (4 roles), equipment, leveling, formation
  • 2.5D world: Three.js terrain rendering, fog of war, resource nodes, territory visualization
  • Scene narrative: Branching story scenes with memory-dependent routing, 4 introductory scenes, grudge prototype

Architecture

TypeScript Source (src/)

Directory Purpose
src/server/ Express + Socket.IO server with service classes (Player, Country, Family, Cultivation, Economy, etc.)
src/pages/ React pages — Login (/) and Game (/game)
src/components/ Reusable UI components (HUD, Map2D, AlchemyPanel, ForgePanel, SkillBar, ScenePanel, FactionPanel, and more)
src/store/ Central Zustand store (gameStore.ts) + crafting recipes, game constants
src/shared/types/ TypeScript interfaces for all game domains
src/shared/constants/ Game configuration constants
src/content/scenes/ Scene narrative content files

C++ ECS Engine (src/server/game/)

Standalone ECS simulation with thread pool, LLM planning client, and Unix Socket IPC. Built with CMake.

Documentation

  • docs/ — Game design documents (Chinese). docs/README.md is the index.
  • code-design/ — Code architecture design docs (Chinese) mapping game design to implementation.
  • CLAUDE.md — AI agent instructions and project context.

Tech Stack

  • Frontend: React, TypeScript, Vite, Three.js, Tailwind CSS, Zustand
  • Backend: Node.js, Express, Socket.IO
  • Testing: Vitest (653+ tests)
  • C++ Engine: CMake, ECS architecture, libcurl (LLM HTTP)

About

太古纪元:霸业 — 2.5D pixel-art cultivation MMORPG with dual TS/C++ runtime and LLM-driven NPC AI

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