feat: 初始化项目结构与核心功能

引入项目基础目录结构,包含多语言支持、主要页面与组件、核心游戏逻辑、UI 组件库、加密与本地持久化、自动化 Docker 构建流程、GitHub issue 模板(中英文)、README(中英文)、LICENSE 及开发配置文件。实现 OGame 单机版主要功能模块,为后续开发和扩展奠定基础。
This commit is contained in:
谦君
2025-12-11 14:49:25 +08:00
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<template>
<div class="flex h-screen bg-background overflow-hidden">
<!-- 遮罩层移动端 -->
<div v-if="!gameStore.sidebarCollapsed" class="fixed inset-0 bg-black/50 z-30 lg:hidden" @click="toggleSidebar" />
<!-- 侧边导航栏 -->
<aside
:class="[
'border-r bg-card flex flex-col transition-all duration-300 ease-in-out shadow-lg z-40',
'fixed lg:relative h-full',
gameStore.sidebarCollapsed ? '-translate-x-full lg:translate-x-0 lg:w-16' : 'translate-x-0 w-64'
]"
>
<!-- Logo -->
<div class="p-4 border-b flex items-center justify-center">
<h1 v-if="!gameStore.sidebarCollapsed" class="text-xl font-bold flex items-center gap-2">
<span class="text-2xl">
<img src="@/assets/logo.svg" class="w-10" />
</span>
{{ pkg.title }}
</h1>
<span v-else class="text-2xl">
<img src="@/assets/logo.svg" class="w-10" />
</span>
</div>
<!-- 星球信息 -->
<div v-if="planet && !gameStore.sidebarCollapsed" class="p-4 border-b">
<div class="text-sm space-y-2">
<div>
<p class="font-semibold mb-1">
{{ planet.name }}
<Badge v-if="planet.isMoon" variant="secondary" class="ml-1 text-xs">{{ t('planet.moon') }}</Badge>
</p>
<p class="text-muted-foreground text-xs">
[{{ planet.position.galaxy }}:{{ planet.position.system }}:{{ planet.position.position }}]
</p>
</div>
<!-- 玩家积分显示 -->
<div class="bg-muted/50 rounded-lg p-2">
<div class="flex items-center justify-between">
<span class="text-xs text-muted-foreground">{{ t('player.points') }}</span>
<span class="text-sm font-bold text-primary">{{ formatNumber(gameStore.player.points) }}</span>
</div>
</div>
<!-- 月球切换按钮 -->
<div v-if="hasMoon || planet.isMoon" class="flex gap-1">
<Button v-if="planet.isMoon" @click="switchToParentPlanet" variant="outline" size="sm" class="w-full text-xs h-7">
{{ t('planet.backToPlanet') }}
</Button>
<Button v-else-if="moon" @click="switchToMoon" variant="outline" size="sm" class="w-full text-xs h-7">
{{ t('planet.switchToMoon') }}
</Button>
</div>
</div>
</div>
<!-- 导航菜单 -->
<nav class="flex-1 p-2 space-y-1 overflow-y-auto">
<RouterLink v-for="item in navItems" :key="item.path" :to="item.path" v-slot="{ isActive: routeActive }">
<Button
:variant="routeActive ? 'secondary' : 'ghost'"
:class="['w-full transition-all', gameStore.sidebarCollapsed ? 'justify-center px-0' : 'justify-start']"
:title="gameStore.sidebarCollapsed ? item.name.value : undefined"
>
<component :is="item.icon" :class="['h-4 w-4', !gameStore.sidebarCollapsed && 'mr-3']" />
<span v-if="!gameStore.sidebarCollapsed">{{ item.name.value }}</span>
</Button>
</RouterLink>
</nav>
<!-- 语言切换 -->
<div class="p-2 border-t">
<Popover>
<PopoverTrigger as-child>
<Button variant="ghost" class="w-full" size="sm">
<Languages class="h-4 w-4" />
<span v-if="!gameStore.sidebarCollapsed" class="ml-2">{{ localeNames[gameStore.locale] }}</span>
</Button>
</PopoverTrigger>
<PopoverContent class="w-48 p-2" :align="gameStore.sidebarCollapsed ? 'start' : 'center'">
<div class="space-y-1">
<Button
v-for="locale in locales"
:key="locale"
@click="gameStore.locale = locale"
:variant="gameStore.locale === locale ? 'secondary' : 'ghost'"
class="w-full justify-start"
size="sm"
>
{{ localeNames[locale] }}
</Button>
</div>
</PopoverContent>
</Popover>
</div>
<!-- 夜间模式切换 -->
<div class="p-2 border-t">
<Button @click="isDark = !isDark" variant="ghost" class="w-full" size="sm">
<Sun v-if="isDark" class="h-4 w-4" />
<Moon v-else class="h-4 w-4" />
<span v-if="!gameStore.sidebarCollapsed" class="ml-2">{{ isDark ? t('sidebar.lightMode') : t('sidebar.darkMode') }}</span>
</Button>
</div>
<div class="p-2 border-t">
<Button @click="toggleSidebar" variant="ghost" class="w-full" size="sm">
<ChevronLeft v-if="!gameStore.sidebarCollapsed" class="h-4 w-4" />
<ChevronRight v-else class="h-4 w-4" />
<span v-if="!gameStore.sidebarCollapsed" class="ml-2">{{ t('sidebar.collapse') }}</span>
</Button>
</div>
</aside>
<!-- 主内容区 -->
<div class="flex-1 flex flex-col overflow-hidden">
<!-- 顶部资源栏 -->
<header v-if="planet" class="bg-card border-b px-4 sm:px-6 py-4.5 shadow-md">
<div class="flex items-center justify-between gap-3 sm:gap-6">
<!-- 汉堡菜单移动端- 左侧占位 -->
<div class="lg:flex-1">
<Button @click="toggleSidebar" variant="ghost" size="icon" class="lg:hidden h-8 w-8">
<component :is="gameStore.sidebarCollapsed ? Menu : X" class="h-5 w-5" />
</Button>
</div>
<!-- 资源显示 - PC端居中 -->
<div class="flex items-center gap-3 sm:gap-6 flex-1 lg:flex-none overflow-x-auto lg:justify-center">
<div v-for="resourceType in resourceTypes" :key="resourceType.key" class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0">
<ResourceIcon :type="resourceType.key" size="md" />
<div class="min-w-0">
<!-- 电量显示 -->
<template v-if="resourceType.key === 'energy'">
<p
class="text-xs sm:text-sm font-medium truncate"
:class="
planet.resources[resourceType.key] >= 0 ? 'text-green-600 dark:text-green-400' : 'text-red-600 dark:text-red-400'
"
>
{{ formatNumber(planet.resources[resourceType.key]) }}
</p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate">
{{ formatNumber(energyProduction || 0) }} / {{ formatNumber(energyConsumption || 0) }}
</p>
</template>
<!-- 其他资源显示 -->
<template v-else>
<p
class="text-xs sm:text-sm font-medium truncate"
:class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)"
>
{{ formatNumber(planet.resources[resourceType.key]) }} / {{ formatNumber(capacity?.[resourceType.key] || 0) }}
</p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate">
+{{ formatNumber(production?.[resourceType.key] || 0) }}/{{ t('resources.perHour') }}
</p>
</template>
</div>
</div>
</div>
<!-- 右侧状态 - 右侧占位 -->
<div class="flex items-center gap-2 sm:gap-4 flex-shrink-0 lg:flex-1 lg:justify-end">
<!-- 建造队列状态 -->
<div v-if="planet.buildQueue.length > 0" class="flex items-center gap-1.5 sm:gap-2 text-xs sm:text-sm">
<div class="h-2 w-2 rounded-full bg-green-500 animate-pulse" />
<span class="text-muted-foreground hidden sm:inline">{{ t('queue.building') }}</span>
</div>
<div v-if="gameStore.player.researchQueue.length > 0" class="flex items-center gap-1.5 sm:gap-2 text-xs sm:text-sm">
<div class="h-2 w-2 rounded-full bg-blue-500 animate-pulse" />
<span class="text-muted-foreground hidden sm:inline">{{ t('queue.researching') }}</span>
</div>
</div>
</div>
</header>
<!-- 建造队列 -->
<div
v-if="planet && (planet.buildQueue.length > 0 || gameStore.player.researchQueue.length > 0)"
class="bg-card border-b px-4 sm:px-6 py-4.5"
>
<div class="space-y-3">
<!-- 建造队列 -->
<div v-for="item in planet.buildQueue" :key="item.id" class="space-y-1.5">
<div class="flex items-center justify-between text-xs sm:text-sm gap-2">
<div class="flex items-center gap-1.5 sm:gap-2 min-w-0 flex-1">
<div class="h-2 w-2 rounded-full bg-green-500 animate-pulse flex-shrink-0" />
<span class="font-medium truncate">{{ getItemName(item) }}</span>
<span class="text-muted-foreground hidden sm:inline flex-shrink-0 text-[10px] sm:text-xs">
{{ t('queue.level') }} {{ item.targetLevel }}
</span>
</div>
<div class="flex items-center gap-2 sm:gap-3 flex-shrink-0">
<span class="text-muted-foreground text-[10px] sm:text-xs whitespace-nowrap">{{ formatTime(getRemainingTime(item)) }}</span>
<Button
@click="handleCancelBuild(item.id)"
variant="ghost"
size="sm"
class="h-5 sm:h-6 px-1.5 sm:px-2 text-[10px] sm:text-xs"
>
{{ t('queue.cancel') }}
</Button>
</div>
</div>
<Progress :model-value="getQueueProgress(item)" class="h-1.5" />
</div>
<!-- 研究队列 -->
<div v-for="item in gameStore.player.researchQueue" :key="item.id" class="space-y-1.5">
<div class="flex items-center justify-between text-xs sm:text-sm gap-2">
<div class="flex items-center gap-1.5 sm:gap-2 min-w-0 flex-1">
<div class="h-2 w-2 rounded-full bg-blue-500 animate-pulse flex-shrink-0" />
<span class="font-medium truncate">{{ getItemName(item) }}</span>
<span class="text-muted-foreground hidden sm:inline flex-shrink-0 text-[10px] sm:text-xs">
{{ t('queue.level') }} {{ item.targetLevel }}
</span>
</div>
<div class="flex items-center gap-2 sm:gap-3 flex-shrink-0">
<span class="text-muted-foreground text-[10px] sm:text-xs whitespace-nowrap">{{ formatTime(getRemainingTime(item)) }}</span>
<Button
@click="handleCancelResearch(item.id)"
variant="ghost"
size="sm"
class="h-5 sm:h-6 px-1.5 sm:px-2 text-[10px] sm:text-xs"
>
{{ t('queue.cancel') }}
</Button>
</div>
</div>
<Progress :model-value="getQueueProgress(item)" class="h-1.5" />
</div>
</div>
</div>
<!-- 内容区域 -->
<main class="flex-1 overflow-y-auto">
<div class="animate-fade-in">
<RouterView />
</div>
</main>
</div>
<!-- 确认对话框 -->
<ConfirmDialog ref="confirmDialog" />
<!-- 详情弹窗 -->
<DetailDialog />
</div>
</template>
<script setup lang="ts">
import { onMounted, onUnmounted, computed, ref } from 'vue'
import { RouterView, RouterLink } from 'vue-router'
import { useGameStore } from '@/stores/gameStore'
import { useTheme } from '@/composables/useTheme'
import { useI18n } from '@/composables/useI18n'
import { localeNames, detectBrowserLocale, type Locale } from '@/locales'
import { Button } from '@/components/ui/button'
import { Badge } from '@/components/ui/badge'
import { Progress } from '@/components/ui/progress'
import { Popover, PopoverTrigger, PopoverContent } from '@/components/ui/popover'
import ResourceIcon from '@/components/ResourceIcon.vue'
import ConfirmDialog from '@/components/ConfirmDialog.vue'
import DetailDialog from '@/components/DetailDialog.vue'
import { BuildingType, TechnologyType, ShipType, DefenseType, MissionType } from '@/types/game'
import type { BuildQueueItem, FleetMission } from '@/types/game'
import { BUILDINGS, TECHNOLOGIES, SHIPS, DEFENSES } from '@/config/gameConfig'
import { formatNumber, formatTime, getResourceColor } from '@/utils/format'
import {
Moon,
Sun,
Home,
Building2,
FlaskConical,
Ship,
Rocket,
Shield,
Mail,
Globe,
ChevronLeft,
ChevronRight,
Menu,
X,
Users,
Swords,
Languages,
Settings
} from 'lucide-vue-next'
import * as gameLogic from '@/logic/gameLogic'
import * as planetLogic from '@/logic/planetLogic'
import * as publicLogic from '@/logic/publicLogic'
import * as officerLogic from '@/logic/officerLogic'
import * as buildingValidation from '@/logic/buildingValidation'
import * as resourceLogic from '@/logic/resourceLogic'
import * as researchValidation from '@/logic/researchValidation'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import pkg from '../package.json'
const gameStore = useGameStore()
const { isDark } = useTheme()
const { t } = useI18n()
const confirmDialog = ref<InstanceType<typeof ConfirmDialog> | null>(null)
// 所有可用的语言选项
const locales: Locale[] = ['zh-CN', 'zh-TW', 'en', 'de', 'ru', 'ko', 'ja']
const initGame = () => {
const shouldInit = gameLogic.shouldInitializeGame(gameStore.player.planets)
if (!shouldInit) {
const now = Date.now()
gameLogic.updatePlanetsLastUpdate(gameStore.player.planets, now)
gameStore.player.planets.forEach(planet => {
const key = gameLogic.generatePositionKey(planet.position.galaxy, planet.position.system, planet.position.position)
gameStore.universePlanets[key] = planet
})
generateNPCPlanets()
return
}
gameStore.player = gameLogic.initializePlayer(gameStore.player.id, t('common.playerName'))
const initialPlanet = planetLogic.createInitialPlanet(gameStore.player.id, t('planet.homePlanet'))
gameStore.player.planets = [initialPlanet]
gameStore.currentPlanetId = initialPlanet.id
const key = gameLogic.generatePositionKey(initialPlanet.position.galaxy, initialPlanet.position.system, initialPlanet.position.position)
gameStore.universePlanets[key] = initialPlanet
}
const generateNPCPlanets = () => {
const npcCount = 200
for (let i = 0; i < npcCount; i++) {
const position = gameLogic.generateRandomPosition()
const key = gameLogic.generatePositionKey(position.galaxy, position.system, position.position)
if (gameStore.universePlanets[key]) continue
const npcPlanet = planetLogic.createNPCPlanet(i, position, t('planet.planetPrefix'))
gameStore.universePlanets[key] = npcPlanet
}
}
const updateGame = () => {
if (gameStore.isPaused) return
const now = Date.now()
gameStore.gameTime = now
gameLogic.checkOfficersExpiration(gameStore.player.officers, now)
const result = gameLogic.processGameUpdate(gameStore.player, now)
gameStore.player.researchQueue = result.updatedResearchQueue
gameStore.player.fleetMissions.forEach(mission => {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
processMissionArrival(mission)
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processMissionReturn(mission)
}
})
}
const processMissionArrival = (mission: FleetMission) => {
const targetPlanet = gameStore.player.planets.find(
p =>
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
)
if (mission.missionType === MissionType.Transport) {
fleetLogic.processTransportArrival(mission, targetPlanet)
} else if (mission.missionType === MissionType.Attack) {
const attackResult = fleetLogic.processAttackArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets)
if (attackResult) {
gameStore.player.battleReports.push(attackResult.battleResult)
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
}
} else if (mission.missionType === MissionType.Colonize) {
const newPlanet = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player.id, t('planet.colonyPrefix'))
if (newPlanet) gameStore.player.planets.push(newPlanet)
} else if (mission.missionType === MissionType.Spy) {
const spyReport = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player.id)
if (spyReport) gameStore.player.spyReports.push(spyReport)
} else if (mission.missionType === MissionType.Deploy) {
const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id)
if (deployed) {
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
return
}
}
}
const processMissionReturn = (mission: FleetMission) => {
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
resourceLogic.addResources(originPlanet.resources, mission.cargo)
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
}
// 初始化游戏
onMounted(() => {
// 如果是首次访问(没有星球数据),使用浏览器语言自动检测
const isFirstVisit = gameStore.player.planets.length === 0
if (isFirstVisit) {
gameStore.locale = detectBrowserLocale()
}
initGame()
// 启动游戏循环
const gameLoop = setInterval(() => {
updateGame()
}, 1000) // 每秒更新一次
// 清理定时器
onUnmounted(() => {
clearInterval(gameLoop)
})
})
const navItems = [
{ name: computed(() => t('nav.overview')), path: '/', icon: Home },
{ name: computed(() => t('nav.buildings')), path: '/buildings', icon: Building2 },
{ name: computed(() => t('nav.research')), path: '/research', icon: FlaskConical },
{ name: computed(() => t('nav.shipyard')), path: '/shipyard', icon: Ship },
{ name: computed(() => t('nav.defense')), path: '/defense', icon: Shield },
{ name: computed(() => t('nav.fleet')), path: '/fleet', icon: Rocket },
{ name: computed(() => t('nav.officers')), path: '/officers', icon: Users },
{ name: computed(() => t('nav.simulator')), path: '/battle-simulator', icon: Swords },
{ name: computed(() => t('nav.galaxy')), path: '/galaxy', icon: Globe },
{ name: computed(() => t('nav.messages')), path: '/messages', icon: Mail },
{ name: computed(() => t('nav.settings')), path: '/settings', icon: Settings }
]
const planet = computed(() => gameStore.currentPlanet)
const production = computed(() => (planet.value ? publicLogic.getResourceProduction(planet.value, gameStore.player.officers) : null))
const capacity = computed(() => (planet.value ? publicLogic.getResourceCapacity(planet.value, gameStore.player.officers) : null))
// 电量产出和消耗
const energyProduction = computed(() => {
if (!planet.value) return 0
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
return resourceLogic.calculateEnergyProduction(planet.value, { energyProductionBonus: bonuses.energyProductionBonus })
})
const energyConsumption = computed(() => {
if (!planet.value) return 0
return resourceLogic.calculateEnergyConsumption(planet.value)
})
// 资源类型配置
const resourceTypes = [
{ key: 'metal' as const },
{ key: 'crystal' as const },
{ key: 'deuterium' as const },
{ key: 'energy' as const },
{ key: 'darkMatter' as const }
]
// 月球相关
const moon = computed(() => {
if (!planet.value || planet.value.isMoon) return null
return gameStore.getMoonForPlanet(planet.value.id)
})
const hasMoon = computed(() => !!moon.value)
// 切换到月球
const switchToMoon = () => {
if (moon.value) {
gameStore.currentPlanetId = moon.value.id
}
}
// 切换回母星
const switchToParentPlanet = () => {
if (planet.value?.parentPlanetId) {
gameStore.currentPlanetId = planet.value.parentPlanetId
}
}
// 切换侧边栏
const toggleSidebar = () => {
gameStore.sidebarCollapsed = !gameStore.sidebarCollapsed
}
// 获取队列项的名称
const getItemName = (item: BuildQueueItem): string => {
if (item.type === 'building' || item.type === 'demolish') {
const buildingName = BUILDINGS[item.itemType as BuildingType]?.name || item.itemType
return item.type === 'demolish' ? `${t('buildingsView.demolish')} - ${buildingName}` : buildingName
} else if (item.type === 'technology') {
return TECHNOLOGIES[item.itemType as TechnologyType]?.name || item.itemType
} else if (item.type === 'ship') {
return SHIPS[item.itemType as ShipType]?.name || item.itemType
} else if (item.type === 'defense') {
return DEFENSES[item.itemType as DefenseType]?.name || item.itemType
}
return item.itemType
}
// 获取剩余时间
const getRemainingTime = (item: BuildQueueItem): number => {
const now = Date.now()
return Math.max(0, Math.floor((item.endTime - now) / 1000))
}
// 获取队列进度
const getQueueProgress = (item: BuildQueueItem): number => {
const now = Date.now()
const total = item.endTime - item.startTime
const elapsed = now - item.startTime
return Math.min(100, Math.max(0, (elapsed / total) * 100))
}
// 取消建造
const handleCancelBuild = (queueId: string) => {
confirmDialog.value?.show({
title: t('queue.cancelBuild'),
message: t('queue.confirmCancel'),
onConfirm: () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.currentPlanet.buildQueue, queueId)
if (!item) return false
if (item.type === 'building') {
const refund = buildingValidation.cancelBuildingUpgrade(gameStore.currentPlanet, item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.currentPlanet.buildQueue.splice(index, 1)
return true
}
})
}
// 取消研究
const handleCancelResearch = (queueId: string) => {
confirmDialog.value?.show({
title: t('queue.cancelResearch'),
message: t('queue.confirmCancel'),
onConfirm: () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.player.researchQueue, queueId)
if (!item) return false
if (item.type === 'technology') {
const refund = researchValidation.cancelTechnologyResearch(item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.player.researchQueue.splice(index, 1)
return true
}
})
}
</script>
<style scoped>
/* 平滑滚动 */
main {
scroll-behavior: smooth;
}
</style>