docs: 新增西班牙语和日语README并优化多语言文档

新增README-ES.md(西班牙语)和README-JA.md(日语)文档,完善多语言README互链。优化各语言README徽章、技术栈、外链格式及语言切换区,提升文档一致性与可读性。
This commit is contained in:
谦君
2025-12-25 18:25:08 +08:00
parent b24a262ca7
commit 724a70bebb
72 changed files with 13300 additions and 2133 deletions

View File

@@ -14,7 +14,7 @@ import {
import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/config/achievementConfig'
// 初始化空的成就统计数据
export function initializeAchievementStats(): AchievementStats {
export const initializeAchievementStats = (): AchievementStats => {
const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => {
acc[type] = 0
return acc
@@ -100,7 +100,7 @@ export function initializeAchievementStats(): AchievementStats {
}
// 初始化所有成就进度
export function initializeAchievements(): Record<string, AchievementProgress> {
export const initializeAchievements = (): Record<string, AchievementProgress> => {
const achievements: Record<string, AchievementProgress> = {}
for (const config of ACHIEVEMENTS) {
@@ -122,7 +122,7 @@ export function initializeAchievements(): Record<string, AchievementProgress> {
}
// 获取成就的当前值
function getAchievementValue(stats: AchievementStats, statKey: string, checkType: string): number {
const getAchievementValue = (stats: AchievementStats, statKey: string, checkType: string): number => {
// 处理特殊的组合统计键
if (statKey === 'totalResourcesConsumed') {
return stats.totalMetalConsumed + stats.totalCrystalConsumed + stats.totalDeuteriumConsumed + stats.totalDarkMatterConsumed
@@ -157,7 +157,7 @@ export interface AchievementUnlock {
reward: AchievementReward
}
export function checkAchievements(player: Player): AchievementUnlock[] {
export const checkAchievements = (player: Player): AchievementUnlock[] => {
if (!player.achievementStats || !player.achievements) {
return []
}
@@ -213,7 +213,7 @@ export function checkAchievements(player: Player): AchievementUnlock[] {
}
// 应用成就奖励
export function applyAchievementReward(player: Player, reward: AchievementReward): void {
export const applyAchievementReward = (player: Player, reward: AchievementReward): void => {
const firstPlanet = player.planets[0]
if (reward.darkMatter && firstPlanet) {
// 奖励添加到第一个星球的资源中
@@ -228,10 +228,10 @@ export function applyAchievementReward(player: Player, reward: AchievementReward
// ==================== 统计更新函数 ====================
// 更新资源生产统计
export function updateResourceProductionStats(
export const updateResourceProductionStats = (
stats: AchievementStats,
produced: { metal?: number; crystal?: number; deuterium?: number; darkMatter?: number }
): void {
): void => {
if (produced.metal) stats.totalMetalProduced += produced.metal
if (produced.crystal) stats.totalCrystalProduced += produced.crystal
if (produced.deuterium) stats.totalDeuteriumProduced += produced.deuterium
@@ -239,7 +239,7 @@ export function updateResourceProductionStats(
}
// 更新资源消耗统计
export function updateResourceConsumptionStats(stats: AchievementStats, consumed: Partial<Resources>): void {
export const updateResourceConsumptionStats = (stats: AchievementStats, consumed: Partial<Resources>): void => {
if (consumed.metal) stats.totalMetalConsumed += consumed.metal
if (consumed.crystal) stats.totalCrystalConsumed += consumed.crystal
if (consumed.deuterium) stats.totalDeuteriumConsumed += consumed.deuterium
@@ -247,7 +247,7 @@ export function updateResourceConsumptionStats(stats: AchievementStats, consumed
}
// 更新建筑升级统计
export function updateBuildingStats(stats: AchievementStats, buildingType: BuildingType, level: number): void {
export const updateBuildingStats = (stats: AchievementStats, buildingType: BuildingType, level: number): void => {
stats.buildingsUpgraded += 1
// 更新最高等级记录
@@ -257,7 +257,7 @@ export function updateBuildingStats(stats: AchievementStats, buildingType: Build
}
// 更新科技研究统计
export function updateResearchStats(stats: AchievementStats, techType: TechnologyType, level: number): void {
export const updateResearchStats = (stats: AchievementStats, techType: TechnologyType, level: number): void => {
stats.researchCompleted += 1
// 更新最高等级记录
@@ -267,19 +267,19 @@ export function updateResearchStats(stats: AchievementStats, techType: Technolog
}
// 更新舰船生产统计
export function updateShipProductionStats(stats: AchievementStats, shipType: ShipType, quantity: number): void {
export const updateShipProductionStats = (stats: AchievementStats, shipType: ShipType, quantity: number): void => {
stats.shipsProduced[shipType] = (stats.shipsProduced[shipType] || 0) + quantity
stats.totalShipsProduced += quantity
}
// 更新防御建造统计
export function updateDefenseProductionStats(stats: AchievementStats, defenseType: DefenseType, quantity: number): void {
export const updateDefenseProductionStats = (stats: AchievementStats, defenseType: DefenseType, quantity: number): void => {
stats.defensesBuilt[defenseType] = (stats.defensesBuilt[defenseType] || 0) + quantity
stats.totalDefensesBuilt += quantity
}
// 更新攻击统计(玩家作为攻击者)
export function updateAttackStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
export const updateAttackStats = (stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void => {
// 攻击也算飞行任务
stats.totalFlightMissions += 1
stats.attacksLaunched += 1
@@ -305,7 +305,7 @@ export function updateAttackStats(stats: AchievementStats, battleResult: BattleR
}
// 更新防御统计(玩家作为防御者)
export function updateDefenseStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
export const updateDefenseStats = (stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void => {
if (won) {
stats.defensesSuccessful += 1
} else {
@@ -347,33 +347,33 @@ export function updateDefenseStats(stats: AchievementStats, battleResult: Battle
}
// 更新飞行任务统计
export function updateFlightMissionStats(stats: AchievementStats): void {
export const updateFlightMissionStats = (stats: AchievementStats): void => {
stats.totalFlightMissions += 1
}
// 更新运输任务统计
export function updateTransportStats(stats: AchievementStats, resourcesAmount: number): void {
export const updateTransportStats = (stats: AchievementStats, resourcesAmount: number): void => {
stats.transportMissions += 1
stats.transportedResources += resourcesAmount
}
// 更新殖民统计
export function updateColonizationStats(stats: AchievementStats): void {
export const updateColonizationStats = (stats: AchievementStats): void => {
stats.colonizations += 1
}
// 更新侦查统计
export function updateSpyStats(stats: AchievementStats): void {
export const updateSpyStats = (stats: AchievementStats): void => {
stats.spyMissions += 1
}
// 更新部署统计
export function updateDeploymentStats(stats: AchievementStats): void {
export const updateDeploymentStats = (stats: AchievementStats): void => {
stats.deployments += 1
}
// 更新探险统计
export function updateExpeditionStats(stats: AchievementStats, successful: boolean): void {
export const updateExpeditionStats = (stats: AchievementStats, successful: boolean): void => {
stats.expeditionsTotal += 1
if (successful) {
stats.expeditionsSuccessful += 1
@@ -381,55 +381,55 @@ export function updateExpeditionStats(stats: AchievementStats, successful: boole
}
// 更新回收统计
export function updateRecyclingStats(stats: AchievementStats, resourcesAmount: number): void {
export const updateRecyclingStats = (stats: AchievementStats, resourcesAmount: number): void => {
stats.recyclingMissions += 1
stats.recycledResources += resourcesAmount
}
// 更新行星毁灭统计
export function updatePlanetDestructionStats(stats: AchievementStats): void {
export const updatePlanetDestructionStats = (stats: AchievementStats): void => {
stats.planetDestructions += 1
}
// 更新燃料消耗统计
export function updateFuelConsumptionStats(stats: AchievementStats, fuelAmount: number): void {
export const updateFuelConsumptionStats = (stats: AchievementStats, fuelAmount: number): void => {
stats.fuelConsumed += fuelAmount
}
// 更新友好NPC数量
export function updateFriendlyNPCStats(stats: AchievementStats, count: number): void {
export const updateFriendlyNPCStats = (stats: AchievementStats, count: number): void => {
stats.friendlyNPCCount = count
}
// 更新敌对NPC数量
export function updateHostileNPCStats(stats: AchievementStats, count: number): void {
export const updateHostileNPCStats = (stats: AchievementStats, count: number): void => {
stats.hostileNPCCount = count
}
// 更新送礼统计
export function updateGiftStats(stats: AchievementStats, resourcesAmount: number): void {
export const updateGiftStats = (stats: AchievementStats, resourcesAmount: number): void => {
stats.giftsSent += 1
stats.giftResourcesTotal += resourcesAmount
}
// 更新被NPC攻击统计
export function updateAttackedByNPCStats(stats: AchievementStats): void {
export const updateAttackedByNPCStats = (stats: AchievementStats): void => {
stats.attackedByNPC += 1
}
// 更新被NPC侦查统计
export function updateSpiedByNPCStats(stats: AchievementStats): void {
export const updateSpiedByNPCStats = (stats: AchievementStats): void => {
stats.spiedByNPC += 1
}
// 更新被NPC回收残骸统计
export function updateDebrisRecycledByNPCStats(stats: AchievementStats, resourcesAmount: number): void {
export const updateDebrisRecycledByNPCStats = (stats: AchievementStats, resourcesAmount: number): void => {
stats.debrisRecycledByNPC += 1
stats.debrisResourcesLostToNPC += resourcesAmount
}
// 获取成就的下一个目标
export function getNextTarget(achievementId: string, currentTier: AchievementTier | null): number | null {
export const getNextTarget = (achievementId: string, currentTier: AchievementTier | null): number | null => {
const config = ACHIEVEMENT_MAP[achievementId]
if (!config) return null
@@ -441,7 +441,7 @@ export function getNextTarget(achievementId: string, currentTier: AchievementTie
}
// 获取成就进度百分比
export function getAchievementProgress(achievementId: string, currentValue: number, currentTier: AchievementTier | null): number {
export const getAchievementProgress = (achievementId: string, currentValue: number, currentTier: AchievementTier | null): number => {
const config = ACHIEVEMENT_MAP[achievementId]
if (!config) return 0