This commit is contained in:
谦君
2026-01-23 01:28:57 +08:00
parent bd6c474913
commit 1fc807915f
21 changed files with 295 additions and 128 deletions

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@@ -10,6 +10,7 @@
android:usesCleartextTraffic="true"
android:hardwareAccelerated="true"
android:networkSecurityConfig="@xml/network_security_config"
android:requestLegacyExternalStorage="true"
android:theme="@style/AppTheme">
<activity
@@ -41,6 +42,18 @@
<!-- Permissions -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<!-- 旧版本存储权限 (Android 10 及以下) -->
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"
android:maxSdkVersion="32" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"
android:maxSdkVersion="30" />
<!-- Android 11+ (API 30+) 完整外部存储访问权限 -->
<uses-permission android:name="android.permission.MANAGE_EXTERNAL_STORAGE" />
<!-- Android 13+ (API 33+) 细粒度媒体权限 -->
<uses-permission android:name="android.permission.READ_MEDIA_IMAGES" />
<uses-permission android:name="android.permission.READ_MEDIA_VIDEO" />
<uses-permission android:name="android.permission.READ_MEDIA_AUDIO" />
</manifest>

View File

@@ -9,7 +9,7 @@
},
"private": true,
"version": "1.6.0",
"buildDate": "2026/1/6 07:55:12",
"buildDate": "2026/1/23 01:10:25",
"main": "dist-electron/main.js",
"type": "module",
"scripts": {

View File

@@ -518,7 +518,7 @@
import HintToast from '@/components/notifications/HintToast.vue'
import BackToTop from '@/components/common/BackToTop.vue'
import Sonner from '@/components/ui/sonner/Sonner.vue'
import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType } from '@/types/game'
import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType, DefenseType } from '@/types/game'
import type { FleetMission, NPC, MissileAttack } from '@/types/game'
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck'
@@ -853,6 +853,29 @@
generateNPCPlanets()
}
// 数据迁移:为没有 bonusPoints 的玩家计算奖励积分
if (gameStore.player.bonusPoints === undefined) {
// 计算基础积分(建筑、科技、舰船、防御)
let totalCost = 0
gameStore.player.planets.forEach(planet => {
Object.entries(planet.buildings).forEach(([buildingType, level]) => {
totalCost += publicLogic.calculateBuildingTotalCost(buildingType as BuildingType, level)
})
Object.entries(planet.fleet).forEach(([shipType, count]) => {
totalCost += publicLogic.calculateShipUnitCost(shipType as ShipType) * count
})
Object.entries(planet.defense).forEach(([defenseType, count]) => {
totalCost += publicLogic.calculateDefenseUnitCost(defenseType as DefenseType) * count
})
})
Object.entries(gameStore.player.technologies).forEach(([techType, level]) => {
totalCost += publicLogic.calculateTechnologyTotalCost(techType as TechnologyType, level)
})
const basePoints = Math.floor(totalCost / 1000)
// bonusPoints = 当前积分 - 基础积分
gameStore.player.bonusPoints = Math.max(0, gameStore.player.points - basePoints)
}
// 初始化或更新玩家积分
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
@@ -1512,6 +1535,17 @@
read: false
})
}
// 更新任务状态为返回中
// Deploy任务不需要返回舰队已经留在目标星球
if (mission.missionType !== MissionType.Deploy) {
mission.status = 'returning'
// 确保returnTime已设置如果还没设置的话
if (!mission.returnTime) {
const flightTime = mission.arrivalTime - mission.departureTime
mission.returnTime = Date.now() + flightTime
}
}
}
const processMissionReturn = (mission: FleetMission) => {

View File

@@ -498,11 +498,7 @@
// 如果有星际研究网络,计算有效实验室等级
if (intergalacticResearchNetworkLevel > 0) {
return researchLogic.calculateEffectiveLabLevel(
gameStore.player.planets,
currentPlanet.value.id,
intergalacticResearchNetworkLevel
)
return researchLogic.calculateEffectiveLabLevel(gameStore.player.planets, currentPlanet.value.id, intergalacticResearchNetworkLevel)
}
return currentPlanet.value.buildings['researchLab'] || 0
@@ -599,11 +595,7 @@
const miningTechLevel = gameStore.player?.technologies?.[TechnologyType.MiningTechnology] || 0
// 使用增强版计算函数获取带加成的储量上限
const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits(
deposits.position,
deepDrillingLevel,
miningTechLevel
)
const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits(deposits.position, deepDrillingLevel, miningTechLevel)
const initial = enhancedDeposits[resourceType]
// 百分比基于增强后的上限计算

View File

@@ -538,12 +538,13 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
baseTime: 60,
costMultiplier: 2,
fleetStorageBonus: 500, // 每级全局增加500舰队仓储
maxLevel: 10, // 最多10最多11个研究队列和11个舰队槽位)
maxLevel: 10, // 最多15最多16个研究队列和16个舰队槽位)
requirements: { [BuildingType.ResearchLab]: 1 },
levelRequirements: {
3: { [BuildingType.ResearchLab]: 5 },
5: { [BuildingType.ResearchLab]: 8, [BuildingType.RoboticsFactory]: 5 },
8: { [BuildingType.ResearchLab]: 10, [BuildingType.NaniteFactory]: 2 }
8: { [BuildingType.ResearchLab]: 10, [BuildingType.NaniteFactory]: 2 },
12: { [BuildingType.ResearchLab]: 12, [BuildingType.NaniteFactory]: 5 }
}
},
[TechnologyType.EspionageTechnology]: {
@@ -777,7 +778,7 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
},
8: {
[BuildingType.ResearchLab]: 14,
[TechnologyType.ComputerTechnology]: 12,
[TechnologyType.ComputerTechnology]: 10,
[BuildingType.NaniteFactory]: 5
}
}

View File

@@ -960,6 +960,7 @@ export default {
exporting: 'Exportieren...',
exportSuccess: 'Export erfolgreich',
exportSuccessWithPath: 'Export erfolgreich, Datei gespeichert unter: {path}',
exportCopiedToClipboard: 'Export erfolgreich, Daten in die Zwischenablage kopiert',
storagePermissionDenied: 'Speicherberechtigung verweigert, Datei kann nicht exportiert werden',
exportFailed: 'Export fehlgeschlagen, bitte erneut versuchen',
importData: 'Daten importieren',

View File

@@ -978,6 +978,7 @@ export default {
exporting: 'Exporting...',
exportSuccess: 'Export successful',
exportSuccessWithPath: 'Export successful, file saved to: {path}',
exportCopiedToClipboard: 'Export successful, data copied to clipboard',
storagePermissionDenied: 'Storage permission denied, cannot export file',
exportFailed: 'Export failed, please try again',
importData: 'Import Data',

View File

@@ -969,6 +969,7 @@ export default {
exporting: 'Exportando...',
exportSuccess: 'Exportación exitosa',
exportSuccessWithPath: 'Exportación exitosa, archivo guardado en: {path}',
exportCopiedToClipboard: 'Exportación exitosa, datos copiados al portapapeles',
storagePermissionDenied: 'Permiso de almacenamiento denegado, no se puede exportar el archivo',
exportFailed: 'Exportación fallida, por favor intenta de nuevo',
importData: 'Importar Datos',

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@@ -983,6 +983,7 @@ export default {
exporting: 'エクスポート中...',
exportSuccess: 'エクスポート成功',
exportSuccessWithPath: 'エクスポート成功、ファイルの保存先:{path}',
exportCopiedToClipboard: 'エクスポート成功、データがクリップボードにコピーされました',
storagePermissionDenied: 'ストレージ権限が拒否されました。ファイルをエクスポートできません',
exportFailed: 'エクスポートに失敗しました。もう一度お試しください',
importData: 'データインポート',

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@@ -938,6 +938,7 @@ export default {
exporting: '내보내는 중...',
exportSuccess: '내보내기 성공',
exportSuccessWithPath: '내보내기 성공, 파일 저장 위치: {path}',
exportCopiedToClipboard: '내보내기 성공, 데이터가 클립보드에 복사됨',
storagePermissionDenied: '저장소 권한이 거부되어 파일을 내보낼 수 없습니다',
exportFailed: '내보내기 실패, 다시 시도해주세요',
importData: '데이터 가져오기',

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@@ -961,6 +961,7 @@ export default {
exporting: 'Экспорт...',
exportSuccess: 'Экспорт успешен',
exportSuccessWithPath: 'Экспорт успешен, файл сохранен в: {path}',
exportCopiedToClipboard: 'Экспорт успешен, данные скопированы в буфер обмена',
storagePermissionDenied: 'Разрешение на хранение отклонено, невозможно экспортировать файл',
exportFailed: 'Экспорт не удался, попробуйте еще раз',
importData: 'Импорт данных',

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@@ -209,7 +209,7 @@ export default {
darkMatterTank: '增加暗物质存储上限',
missileSilo: '存储和发射导弹每级可存储10枚导弹',
terraformer: '改造行星地形每级增加30个可用空间',
lunarBase: '增加月球可用空间,每级+30空间',
lunarBase: '增加月球可用空间,每级+5空间',
sensorPhalanx: '侦测周围星系的舰队活动',
jumpGate: '瞬间传送舰队到其他月球',
planetDestroyerFactory: '建造能够摧毁行星的终极武器',
@@ -948,6 +948,7 @@ export default {
exporting: '导出中...',
exportSuccess: '导出成功',
exportSuccessWithPath: '导出成功,文件已保存到:{path}',
exportCopiedToClipboard: '导出成功,数据已复制到剪贴板',
storagePermissionDenied: '存储权限被拒绝,无法导出文件',
exportFailed: '导出失败,请重试',
importData: '导入数据',

View File

@@ -952,6 +952,7 @@ export default {
exporting: '匯出中...',
exportSuccess: '匯出成功',
exportSuccessWithPath: '匯出成功,檔案已儲存到:{path}',
exportCopiedToClipboard: '匯出成功,資料已複製到剪貼簿',
storagePermissionDenied: '儲存權限被拒絕,無法匯出檔案',
exportFailed: '匯出失敗,請重試',
importData: '匯入資料',

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@@ -15,25 +15,37 @@ import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/conf
// 初始化空的成就统计数据
export const initializeAchievementStats = (): AchievementStats => {
const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<ShipType, number>)
const emptyShipRecord = Object.values(ShipType).reduce(
(acc, type) => {
acc[type] = 0
return acc
},
{} as Record<ShipType, number>
)
const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<DefenseType, number>)
const emptyDefenseRecord = Object.values(DefenseType).reduce(
(acc, type) => {
acc[type] = 0
return acc
},
{} as Record<DefenseType, number>
)
const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<BuildingType, number>)
const emptyBuildingRecord = Object.values(BuildingType).reduce(
(acc, type) => {
acc[type] = 0
return acc
},
{} as Record<BuildingType, number>
)
const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<TechnologyType, number>)
const emptyTechRecord = Object.values(TechnologyType).reduce(
(acc, type) => {
acc[type] = 0
return acc
},
{} as Record<TechnologyType, number>
)
return {
// 资源统计
@@ -221,7 +233,8 @@ export const applyAchievementReward = (player: Player, reward: AchievementReward
}
if (reward.points) {
player.points += reward.points
// 奖励积分存入 bonusPoints不会被 calculatePlayerPoints 覆盖
player.bonusPoints = (player.bonusPoints || 0) + reward.points
}
}

View File

@@ -23,44 +23,30 @@ export const calculateBuildingCost = (buildingType: BuildingType, targetLevel: n
/**
* 计算建筑升级时间
* 使用 2moons 公式(调整版):
* 1. 成本系数 = Σ (资源^0.3 / 0.003)
* 2. 时间(秒) = 成本系数 / ((1 + 机器人工厂) × 2^纳米工厂 × 游戏速度)
* @param buildingType 建筑类型
* @param targetLevel 目标等级
* @param buildingSpeedBonus 指挥官等提供的速度加成百分比
* @param roboticsFactoryLevel 机器人工厂等级
* @param naniteFactoryLevel 纳米工厂等级
* @param gameSpeed 游戏速度默认1
*/
export const calculateBuildingTime = (
buildingType: BuildingType,
targetLevel: number,
buildingSpeedBonus: number = 0,
roboticsFactoryLevel: number = 0,
naniteFactoryLevel: number = 0,
gameSpeed: number = 1
naniteFactoryLevel: number = 0
): number => {
// 计算该等级的成本
const cost = calculateBuildingCost(buildingType, targetLevel)
const config = BUILDINGS[buildingType]
const multiplier = Math.pow(config.costMultiplier, targetLevel - 1)
const baseTime = config.baseTime * multiplier
// 2moons 公式:成本系数 = Σ (资源^0.3 / 0.003)
let elementCost = 0
if (cost.metal > 0) elementCost += Math.pow(cost.metal, 0.3) / 0.003
if (cost.crystal > 0) elementCost += Math.pow(cost.crystal, 0.3) / 0.003
if (cost.deuterium > 0) elementCost += Math.pow(cost.deuterium, 0.3) / 0.003
// 机器人工厂和纳米工厂的加速
const factoryBonus = (1 + roboticsFactoryLevel) * Math.pow(2, naniteFactoryLevel)
// 简化公式:时间(秒) = 成本系数 / (工厂加成 × 游戏速度)
const timeInSeconds = elementCost / (factoryBonus * gameSpeed)
// 机器人工厂和纳米工厂的加速:建造时间 / (1 + 机器人工厂等级 + 纳米工厂等级 × 2)
const factorySpeedDivisor = 1 + roboticsFactoryLevel + naniteFactoryLevel * 2
// 指挥官等的百分比加成
const speedMultiplier = 1 - buildingSpeedBonus / 100
// 确保最小时间为5秒
return Math.max(5, Math.floor(timeInSeconds * speedMultiplier))
return Math.floor((baseTime / factorySpeedDivisor) * speedMultiplier)
}
/**
@@ -78,38 +64,80 @@ export const calculateUsedSpace = (planet: Planet): number => {
}
/**
* 检查建筑升级条件
* 检查建筑升级条件(包括基础要求和等级门槛要求)
*/
export const checkBuildingRequirements = (
buildingType: BuildingType,
planet: Planet,
technologies: Partial<Record<TechnologyType, number>>
technologies: Partial<Record<TechnologyType, number>>,
targetLevel?: number
): boolean => {
const config = BUILDINGS[buildingType]
const currentLevel = planet.buildings[buildingType] || 0
const level = targetLevel ?? currentLevel + 1
// 检查基础 requirements
const requirements = (config as any).requirements
if (!requirements) return true
if (requirements) {
for (const [key, reqLevel] of Object.entries(requirements)) {
const requiredLevel = reqLevel as number
if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
for (const [key, level] of Object.entries(requirements)) {
const requiredLevel = level as number
if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
// 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
// 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) {
return false
}
} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) {
return false
}
} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
}
}
}
}
// 检查等级门槛 levelRequirements
const levelRequirements = (config as any).levelRequirements
if (levelRequirements) {
// 找出所有小于等于目标等级的门槛
const applicableLevels = Object.keys(levelRequirements)
.map(Number)
.filter(l => l <= level)
.sort((a, b) => a - b)
for (const threshold of applicableLevels) {
const reqs = levelRequirements[threshold]
if (!reqs) continue
for (const [key, reqLevel] of Object.entries(reqs)) {
const requiredLevel = reqLevel as number
if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) {
return false
}
} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
}
}
}
}
}
return true
}

View File

@@ -364,7 +364,8 @@ export const claimQuestRewards = (
}
if (rewards.points) {
player.points += rewards.points
// 奖励积分存入 bonusPoints不会被 calculatePlayerPoints 覆盖
player.bonusPoints = (player.bonusPoints || 0) + rewards.points
}
if (rewards.ships && currentPlanet) {

View File

@@ -149,7 +149,33 @@ export const processGameUpdate = (
}
}
// 更新所有星球资源(直接同步计算,避免 Worker 通信开销)
// 收集所有新解锁的内容
const allUnlockedItems: UnlockedItem[] = []
// 先完成所有星球的建造队列(升级建筑),确保资源更新时使用新的建筑等级
player.planets.forEach(planet => {
// 保存完成前的建筑状态
const previousBuildings = { ...planet.buildings }
// 检查建造队列
buildingLogic.completeBuildQueue(planet, now, onPointsEarned, onCompleted)
// 检查新解锁(只在主星球上检查,避免重复通知)
if (!planet.isMoon && onUnlock) {
const unlockedItems = unlockLogic.checkAllNewlyUnlocked(planet, player.technologies, previousBuildings, previousTechnologies)
allUnlockedItems.push(...unlockedItems)
}
// 更新星球最大空间
if (planet.isMoon) {
planet.maxSpace = planetLogic.calculateMoonMaxSpace(planet)
} else {
const terraformingTechLevel = player.technologies[TechnologyType.TerraformingTechnology] || 0
planet.maxSpace = planetLogic.calculatePlanetMaxSpace(planet, terraformingTechLevel)
}
})
// 然后更新所有星球资源(使用新的建筑等级计算生产)
// 获取采矿技术等级(用于矿脉恢复上限计算)
const miningTechLevel = player.technologies[TechnologyType.MiningTechnology] || 0
// 获取资源研究科技等级
@@ -183,32 +209,6 @@ export const processGameUpdate = (
}
})
// 收集所有新解锁的内容
const allUnlockedItems: UnlockedItem[] = []
// 更新所有星球其他状态
player.planets.forEach(planet => {
// 保存完成前的建筑状态
const previousBuildings = { ...planet.buildings }
// 检查建造队列
buildingLogic.completeBuildQueue(planet, now, onPointsEarned, onCompleted)
// 检查新解锁(只在主星球上检查,避免重复通知)
if (!planet.isMoon && onUnlock) {
const unlockedItems = unlockLogic.checkAllNewlyUnlocked(planet, player.technologies, previousBuildings, previousTechnologies)
allUnlockedItems.push(...unlockedItems)
}
// 更新星球最大空间
if (planet.isMoon) {
planet.maxSpace = planetLogic.calculateMoonMaxSpace(planet)
} else {
const terraformingTechLevel = player.technologies[TechnologyType.TerraformingTechnology] || 0
planet.maxSpace = planetLogic.calculatePlanetMaxSpace(planet, terraformingTechLevel)
}
})
// 检查研究队列
const updatedResearchQueue = researchLogic.completeResearchQueue(
player.researchQueue,

View File

@@ -72,7 +72,16 @@ export const checkRequirements = (
for (const [key, requiredLevel] of Object.entries(requirements)) {
// 检查是否为建筑类型
if (Object.values(BuildingType).includes(key as BuildingType)) {
const currentLevel = planet.buildings[key as BuildingType] || 0
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
// 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
const currentLevel = planet.buildings[requiredBuildingType] || 0
if (currentLevel < requiredLevel) {
return false
}
@@ -164,7 +173,7 @@ export const getMaxFleetMissions = (additionalFleetSlots: number = 0, computerTe
* @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢)
*/
const calculateBuildingTotalCost = (buildingType: BuildingType, level: number): number => {
export const calculateBuildingTotalCost = (buildingType: BuildingType, level: number): number => {
if (level <= 0) return 0
const config = BUILDINGS[buildingType]
@@ -192,7 +201,7 @@ const calculateBuildingTotalCost = (buildingType: BuildingType, level: number):
* @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢)
*/
const calculateTechnologyTotalCost = (techType: TechnologyType, level: number): number => {
export const calculateTechnologyTotalCost = (techType: TechnologyType, level: number): number => {
if (level <= 0) return 0
const config = TECHNOLOGIES[techType]
@@ -219,7 +228,7 @@ const calculateTechnologyTotalCost = (techType: TechnologyType, level: number):
* @param shipType 舰船类型
* @returns 单个舰船的资源成本(金属+水晶+重氢)
*/
const calculateShipUnitCost = (shipType: ShipType): number => {
export const calculateShipUnitCost = (shipType: ShipType): number => {
const config = SHIPS[shipType]
if (!config) return 0
@@ -231,7 +240,7 @@ const calculateShipUnitCost = (shipType: ShipType): number => {
* @param defenseType 防御类型
* @returns 单个防御的资源成本(金属+水晶+重氢)
*/
const calculateDefenseUnitCost = (defenseType: DefenseType): number => {
export const calculateDefenseUnitCost = (defenseType: DefenseType): number => {
const config = DEFENSES[defenseType]
if (!config) return 0
@@ -273,6 +282,11 @@ export const calculatePlayerPoints = (player: Player): number => {
})
})
// 每1000资源 = 1积分
return Math.floor(totalCost / 1000)
// 每1000资源 = 1积分(基础积分)
const basePoints = Math.floor(totalCost / 1000)
// 加上奖励积分(战役、成就等奖励的积分)
const bonusPoints = player.bonusPoints || 0
return basePoints + bonusPoints
}

View File

@@ -46,6 +46,7 @@ export const useGameStore = defineStore('game', {
giftNotifications: [],
giftRejectedNotifications: [],
points: 0,
bonusPoints: 0,
isGMEnabled: false, // 明确设置 GM 模式默认为 false
lastVersionCheckTime: 0, // 最后一次检查版本的时间戳默认为0
achievementStats: initializeAchievementStats() as AchievementStats,

View File

@@ -799,6 +799,7 @@ export interface Player {
allyDefenseNotifications?: AllyDefenseNotification[] // 友好NPC协防通知
attitudeChangeNotifications?: AttitudeChangeNotification[] // NPC态度变化通知
points: number // 总积分每1000资源=1分
bonusPoints?: number // 奖励积分(战役、成就等奖励的积分,不会被重新计算覆盖)
isGMEnabled?: boolean // GM模式开关默认false通过秘籍激活
lastVersionCheckTime?: number // 最后一次自动检查版本的时间戳(被动检测)
lastManualUpdateCheck?: number // 最后一次手动检查更新的时间戳(主动检测)

View File

@@ -179,8 +179,8 @@
areMainSwitchesOff
? t('settings.notificationsDisabled')
: isTypesExpanded
? t('settings.collapseTypes')
: t('settings.expandTypes')
? t('settings.collapseTypes')
: t('settings.expandTypes')
}}
</p>
</div>
@@ -591,31 +591,92 @@
const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json`
const jsonString = JSON.stringify(exportData, null, 2)
// Android 保存到公共 Downloads 目录
// Android/原生平台
if (Capacitor.isNativePlatform()) {
// 检查并请求存储权限
const permStatus = await Filesystem.checkPermissions()
if (permStatus.publicStorage !== 'granted') {
// 尝试保存到公共 Downloads 目录
try {
const permStatus = await Filesystem.checkPermissions()
if (permStatus.publicStorage === 'granted') {
const result = await Filesystem.writeFile({
path: `Download/${fileName}`,
data: jsonString,
directory: Directory.ExternalStorage,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
}
// 尝试请求权限
const reqResult = await Filesystem.requestPermissions()
if (reqResult.publicStorage !== 'granted') {
toast.error(t('settings.storagePermissionDenied'))
if (reqResult.publicStorage === 'granted') {
const result = await Filesystem.writeFile({
path: `Download/${fileName}`,
data: jsonString,
directory: Directory.ExternalStorage,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
}
} catch (extError) {
console.warn('ExternalStorage failed, trying Documents:', extError)
}
// 备选方案:保存到应用文档目录 (TapPlay 等沙盒环境)
try {
const result = await Filesystem.writeFile({
path: fileName,
data: jsonString,
directory: Directory.Documents,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
} catch (docError) {
console.warn('Documents failed, trying Data:', docError)
}
// 最后备选:保存到应用数据目录
try {
const result = await Filesystem.writeFile({
path: fileName,
data: jsonString,
directory: Directory.Data,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
} catch (dataError) {
console.warn('Data directory failed:', dataError)
}
// 所有文件系统方式都失败,尝试 Web Share API
if (navigator.share && navigator.canShare) {
const file = new File([jsonString], fileName, { type: 'application/json' })
if (navigator.canShare({ files: [file] })) {
await navigator.share({
files: [file],
title: t('settings.exportData')
})
toast.success(t('settings.exportSuccess'))
return
}
}
const result = await Filesystem.writeFile({
path: `Download/${fileName}`,
data: jsonString,
directory: Directory.ExternalStorage,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
// 最后的备选:复制到剪贴板
try {
await navigator.clipboard.writeText(jsonString)
toast.success(t('settings.exportCopiedToClipboard'))
return
} catch {
toast.error(t('settings.exportFailed'))
}
} else {
// Web 使用 file-saver
saveAs(new Blob([jsonString], { type: 'application/json' }), fileName)
toast.success(t('settings.exportSuccess'))
}
toast.success(t('settings.exportSuccess'))
} catch (error) {
console.error('Export failed:', error)
toast.error(t('settings.exportFailed'))