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

@@ -19,9 +19,9 @@ export interface OreDeposits {
metal: number // 金属矿脉剩余储量
crystal: number // 晶体矿脉剩余储量
deuterium: number // 重氢储量
initialMetal: number // 初始金属储量(用于计算百分比)
initialCrystal: number // 初始晶体储量
initialDeuterium: number // 初始重氢储量
// 存储星球位置,用于动态计算初始储量上限
// 这样修改配置后,所有星球的上限都会自动更新
position: { galaxy: number; system: number; position: number }
}
// 建筑类型
@@ -48,7 +48,9 @@ export const BuildingType = {
SensorPhalanx: 'sensorPhalanx', // 传感器阵列
JumpGate: 'jumpGate', // 跳跃门
// 特殊建筑
PlanetDestroyerFactory: 'planetDestroyerFactory' // 行星毁灭者工厂
PlanetDestroyerFactory: 'planetDestroyerFactory', // 行星毁灭者工厂
GeoResearchStation: 'geoResearchStation', // 地质研究站(影响矿脉恢复速度)
DeepDrillingFacility: 'deepDrillingFacility' // 深层钻探设施(提升矿脉上限)
} as const
export type BuildingType = (typeof BuildingType)[keyof typeof BuildingType]
@@ -95,7 +97,8 @@ export const TechnologyType = {
GravitonTechnology: 'gravitonTechnology', // 引力技术
DarkMatterTechnology: 'darkMatterTechnology', // 暗物质技术
TerraformingTechnology: 'terraformingTechnology', // 地形改造技术
PlanetDestructionTech: 'planetDestructionTech' // 行星毁灭技术
PlanetDestructionTech: 'planetDestructionTech', // 行星毁灭技术
MiningTechnology: 'miningTechnology' // 采矿技术(提升矿脉上限)
} as const
export type TechnologyType = (typeof TechnologyType)[keyof typeof TechnologyType]
@@ -186,6 +189,9 @@ export interface ShipConfig {
fuelConsumption: number
storageUsage: number // 占用舰队仓储
requirements?: Partial<Record<BuildingType | TechnologyType, number>>
// 快速射击:对特定目标有额外攻击次数
// 例如 { lightFighter: 6 } 表示对轻型战斗机有6倍快速射击
rapidFire?: Partial<Record<ShipType | DefenseType, number>>
}
// 舰船实例
@@ -218,7 +224,8 @@ export const MissionType = {
HarvestDarkMatter: 'harvestDarkMatter', // 暗物质采集
Recycle: 'recycle', // 回收残骸
Destroy: 'destroy', // 行星毁灭
MissileAttack: 'missileAttack' // 导弹攻击
MissileAttack: 'missileAttack', // 导弹攻击
Station: 'station' // 驻守协防
} as const
export type MissionType = (typeof MissionType)[keyof typeof MissionType]
@@ -268,7 +275,8 @@ export const DiplomaticEventType = {
Spy: 'spy', // 侦查
StealDebris: 'stealDebris', // 抢夺残骸
AllyAttacked: 'allyAttacked', // 盟友被攻击
DestroyPlanet: 'destroyPlanet' // 摧毁星球
DestroyPlanet: 'destroyPlanet', // 摧毁星球
CampaignChoice: 'campaignChoice' // 战役对话选择
} as const
export type DiplomaticEventType = (typeof DiplomaticEventType)[keyof typeof DiplomaticEventType]
@@ -296,14 +304,22 @@ export interface DiplomaticReport {
npcId: string // NPC ID
npcName: string // NPC名称
eventType: DiplomaticEventType // 事件类型
reputationChange: number // 好感度变化值
newReputation: number // 新的好感度值
oldStatus: RelationStatus // 旧的关系状态
newStatus: RelationStatus // 新的关系状态
message: string // 消息内容(已弃用,保留用于兼容性)
reputationChange?: number // 好感度变化值可选ally_defend 事件没有)
newReputation?: number // 新的好感度值(可选)
oldStatus?: RelationStatus // 旧的关系状态(可选)
newStatus?: RelationStatus // 新的关系状态(可选)
message?: string // 消息内容(已弃用,保留用于兼容性)
messageKey?: string // 翻译键(如 'diplomacy.reports.youDestroyedNpcPlanet'
messageParams?: Record<string, string | number> // 翻译参数(如 { npcName: 'NPC-1', planetName: '星球 1:1:8', reputation: -80 }
read?: boolean // 已读状态
details?: {
// 协防任务详情
targetPlanetName?: string
targetPosition?: Position
fleetSize?: number
arrivalTime?: number
stationDuration?: number
}
}
// 舰队预设
@@ -526,6 +542,108 @@ export interface GiftRejectedNotification {
read?: boolean
}
// NPC贸易提议
export interface TradeOffer {
id: string
npcId: string
npcName: string
timestamp: number
offeredResources: {
type: 'metal' | 'crystal' | 'deuterium'
amount: number
}
requestedResources: {
type: 'metal' | 'crystal' | 'deuterium'
amount: number
}
expiresAt: number
status: 'pending' | 'accepted' | 'declined' | 'expired'
read?: boolean
}
// NPC情报类型
export type IntelType = 'enemyFleet' | 'enemyResources' | 'enemyMovement'
// NPC情报报告
export interface IntelReport {
id: string
fromNpcId: string
fromNpcName: string
timestamp: number
targetNpcId: string
targetNpcName: string
intelType: IntelType
data: {
fleet?: Partial<Fleet>
resources?: Partial<Resources>
movement?: {
targetPosition: { galaxy: number; system: number; position: number }
arrivalTime: number
missionType: string
}
}
read: boolean
}
// NPC联合攻击邀请
export interface JointAttackInvite {
id: string
fromNpcId: string
fromNpcName: string
timestamp: number
targetNpcId: string
targetNpcName: string
targetPlanetId: string
targetPosition: { galaxy: number; system: number; position: number }
npcFleetCommitment: Partial<Fleet>
expectedLootRatio: number // 玩家预期分成比例 (0-1)
expiresAt: number
status: 'pending' | 'accepted' | 'declined' | 'expired'
read?: boolean
}
// NPC资源援助通知
export interface AidNotification {
id: string
timestamp: number
npcId: string
npcName: string
aidResources: Resources
read?: boolean
}
// NPC报复等级
export interface RevengeLevel {
attackCount: number
fleetMultiplier: number
attackInterval: number
name: string
}
// NPC协防通知
export interface AllyDefenseNotification {
id: string
timestamp: number
npcId: string
npcName: string
targetPlanetId: string
targetPlanetName: string
fleetSent: Partial<Fleet>
read?: boolean
}
// NPC态度变化通知
export interface AttitudeChangeNotification {
id: string
timestamp: number
npcId: string
npcName: string
previousStatus: 'hostile' | 'neutral' | 'friendly'
newStatus: 'hostile' | 'neutral' | 'friendly'
reason: string // 变化原因
read?: boolean
}
// 残骸场
export interface DebrisField {
id: string
@@ -629,6 +747,20 @@ export interface Officer {
active: boolean
hiredAt?: number // 招募时间
expiresAt?: number // 到期时间
// 动态加成(与 OfficerConfig.benefits 结构相同)
bonuses?: {
buildingSpeedBonus?: number
researchSpeedBonus?: number
resourceProductionBonus?: number
darkMatterProductionBonus?: number
energyProductionBonus?: number
fleetSpeedBonus?: number
fuelConsumptionReduction?: number
defenseBonus?: number
additionalBuildQueue?: number
additionalFleetSlots?: number
storageCapacityBonus?: number
}
}
// 玩家
@@ -650,6 +782,13 @@ export interface Player {
incomingFleetAlerts: IncomingFleetAlert[] // 即将到来的敌对舰队警告
giftNotifications: GiftNotification[] // 礼物通知(等待接受/拒绝)
giftRejectedNotifications: GiftRejectedNotification[] // 礼物被拒绝通知
// NPC增强行为通知
tradeOffers?: TradeOffer[] // 中立NPC贸易提议
intelReports?: IntelReport[] // 友好NPC情报报告
jointAttackInvites?: JointAttackInvite[] // 友好NPC联合攻击邀请
aidNotifications?: AidNotification[] // 友好NPC资源援助通知
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
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)
@@ -999,6 +1138,9 @@ export interface DialogueChoice {
textKey: string // 翻译键
nextDialogueId?: string
effect?: 'reputation_up' | 'reputation_down' | 'unlock_branch'
npcId?: string // 影响的NPC ID用于声望变化
value?: number // 效果数值如声望变化量默认为10
branchId?: string // 解锁的分支ID用于unlock_branch效果
}
// 战役任务配置
@@ -1069,6 +1211,7 @@ export interface PlayerCampaignProgress {
completedQuests: string[]
unlockedQuests: string[]
branchChoices?: Record<string, string> // 分支选择记录
unlockedBranches?: string[] // 已解锁的分支任务ID列表
}
// 任务通知