Merge pull request #53 from CN-WenYu/main

feat: 为 ID 生成添加随机后缀并增强 GM 面板功能
This commit is contained in:
谦君
2026-04-02 16:39:20 +08:00
committed by GitHub
22 changed files with 1289 additions and 153 deletions

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@@ -1085,6 +1085,20 @@ export default {
},
gmView: {
title: 'GM-Kontrollpanel',
presets: 'Vorlagen',
choosePreset: 'Vorlage wählen',
defaultPreset: 'Standardvorlage',
applyPreset: 'Vorlage anwenden',
savePreset: 'Vorlage speichern',
presetName: 'Vorlagenname',
presetNameRequired: 'Bitte geben Sie einen Namen ein',
presetSaved: 'Vorlage gespeichert',
presetApplied: 'Vorlage angewendet',
deletePreset: 'Vorlage löschen',
presetDeleted: 'Vorlage gelöscht',
confirmOverwriteTitle: 'Vorlage existiert bereits',
confirmOverwriteMessage: 'Eine Vorlage mit dem Namen "{name}" existiert bereits. Überschreiben?',
cannotDeleteDefault: 'Standardvorlage kann nicht gelöscht werden',
adminOnly: 'Nur Admin',
selectPlanet: 'Planet auswählen',
choosePlanet: 'Einen Planeten auswählen',
@@ -1185,6 +1199,15 @@ export default {
}
},
diplomacy: {
sort: {
label: 'Sortieren',
ascending: 'Aufsteigend',
descending: 'Absteigend',
reputation: 'Ruf',
planets: 'Planeten',
difficulty: 'Schwierigkeit',
allies: 'Verbündete'
},
title: 'Diplomatie',
description: 'Verwalte diplomatische Beziehungen mit NPCs',
tabs: {

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@@ -1101,6 +1101,20 @@ export default {
},
gmView: {
title: 'GM Control Panel',
presets: 'Presets',
choosePreset: 'Choose Preset',
defaultPreset: 'Default Preset',
applyPreset: 'Apply Preset',
savePreset: 'Save Preset',
presetName: 'Preset Name',
presetNameRequired: 'Please enter a preset name',
presetSaved: 'Preset saved',
presetApplied: 'Preset applied',
deletePreset: 'Delete Preset',
presetDeleted: 'Preset deleted',
confirmOverwriteTitle: 'Preset Already Exists',
confirmOverwriteMessage: 'Preset with name "{name}" already exists. Overwrite?',
cannotDeleteDefault: 'Cannot delete default preset',
adminOnly: 'Admin Only',
selectPlanet: 'Select Planet',
choosePlanet: 'Choose a planet',
@@ -1291,6 +1305,15 @@ export default {
npcEliminatedMessage: "You destroyed all of {npcName}'s planets! This faction has been completely wiped out."
},
searchPlaceholder: 'Search NPC name...',
sort: {
label: 'Sort',
ascending: 'Ascending',
descending: 'Descending',
reputation: 'Reputation',
planets: 'Planets',
difficulty: 'Difficulty',
allies: 'Allies'
},
// Notification types
notificationType: {
tradeOffer: 'Trade Offer',

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@@ -1093,6 +1093,20 @@ export default {
},
gmView: {
title: 'Panel de Control GM',
presets: 'Preajustes',
choosePreset: 'Elegir preajuste',
defaultPreset: 'Preajuste predeterminado',
applyPreset: 'Aplicar preajuste',
savePreset: 'Guardar preajuste',
presetName: 'Nombre del preajuste',
presetNameRequired: 'Ingrese el nombre del preajuste',
presetSaved: 'Preajuste guardado',
presetApplied: 'Preajuste aplicado',
deletePreset: 'Eliminar preajuste',
presetDeleted: 'Preajuste eliminado',
confirmOverwriteTitle: 'El preajuste ya existe',
confirmOverwriteMessage: 'El preajuste con el nombre "{name}" ya existe. ¿Sobrescribir?',
cannotDeleteDefault: 'No se puede eliminar el preajuste predeterminado',
adminOnly: 'Solo Administrador',
selectPlanet: 'Seleccionar Planeta',
choosePlanet: 'Elige un planeta',
@@ -1193,6 +1207,15 @@ export default {
}
},
diplomacy: {
sort: {
label: 'Ordenar',
ascending: 'Ascendente',
descending: 'Descendente',
reputation: 'Reputación',
planets: 'Planetas',
difficulty: 'Dificultad',
allies: 'Aliados'
},
title: 'Diplomacia',
description: 'Gestionar relaciones diplomáticas con NPCs',
tabs: {

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@@ -1111,6 +1111,20 @@ export default {
},
gmView: {
title: 'GMコントロールパネル',
presets: 'プリセット',
choosePreset: 'プリセット選択',
defaultPreset: 'デフォルト',
applyPreset: '適用',
savePreset: '保存',
presetName: 'プリセット名',
presetNameRequired: 'プリセット名を入力してください',
presetSaved: '保存しました',
presetApplied: '適用しました',
deletePreset: 'プリセット削除',
presetDeleted: 'プリセットを削除しました',
confirmOverwriteTitle: 'プリセットは既に存在します',
confirmOverwriteMessage: 'プリセット名 "{name}" は既に存在します。上書きしますか?',
cannotDeleteDefault: 'デフォルトプリセットは削除できません',
adminOnly: '管理者専用',
selectPlanet: '惑星を選択',
choosePlanet: '惑星を選択してください',
@@ -1210,6 +1224,15 @@ export default {
}
},
diplomacy: {
sort: {
label: '並び替え',
ascending: '昇順',
descending: '降順',
reputation: '評判',
planets: '惑星',
difficulty: '難易度',
allies: '同盟'
},
title: '外交',
description: 'NPCとの外交関係を管理',
tabs: {

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@@ -1061,6 +1061,20 @@ export default {
},
gmView: {
title: 'GM 제어판',
presets: '프리셋',
choosePreset: '프리셋 선택',
defaultPreset: '기본 프리셋',
applyPreset: '프리셋 적용',
savePreset: '프리셋 저장',
presetName: '프리셋 이름',
presetNameRequired: '프리셋 이름을 입력하세요',
presetSaved: '프리셋 저장됨',
presetApplied: '프리셋 적용됨',
deletePreset: '프리셋 삭제',
presetDeleted: '프리셋 삭제됨',
confirmOverwriteTitle: '프리셋이 이미 존재함',
confirmOverwriteMessage: '"{name}" 이름의 프리셋이 이미 존재합니다. 덮어쓰시겠습니까?',
cannotDeleteDefault: '기본 프리셋은 삭제할 수 없습니다',
adminOnly: '관리자 전용',
selectPlanet: '행성 선택',
choosePlanet: '행성을 선택하세요',
@@ -1160,6 +1174,15 @@ export default {
}
},
diplomacy: {
sort: {
label: '정렬',
ascending: '오름차순',
descending: '내림차순',
reputation: '평판',
planets: '행성',
difficulty: '난이도',
allies: '동맹'
},
title: '외교',
description: 'NPC와의 외교 관계 관리',
tabs: {

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@@ -1087,6 +1087,20 @@ export default {
},
gmView: {
title: 'Панель управления GM',
presets: 'Предустановки',
choosePreset: 'Выбрать предустановку',
defaultPreset: 'Стандартная',
applyPreset: 'Применить',
savePreset: 'Сохранить',
presetName: 'Название',
presetNameRequired: 'Введите название',
presetSaved: 'Сохранено',
presetApplied: 'Применено',
deletePreset: 'Удалить',
presetDeleted: 'Удалено',
confirmOverwriteTitle: 'Уже существует',
confirmOverwriteMessage: 'Предустановка с именем "{name}" уже существует. Перезаписать?',
cannotDeleteDefault: 'Нельзя удалить стандартную предустановку',
adminOnly: 'Только для администратора',
selectPlanet: 'Выбрать планету',
choosePlanet: 'Выберите планету',
@@ -1186,6 +1200,15 @@ export default {
}
},
diplomacy: {
sort: {
label: 'Сортировка',
ascending: 'По возрастанию',
descending: 'По убыванию',
reputation: 'Репутация',
planets: 'Планеты',
difficulty: 'Сложность',
allies: 'Союзники'
},
title: 'Дипломатия',
description: 'Управление дипломатическими отношениями с NPC',
tabs: {

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@@ -1095,6 +1095,20 @@ export default {
modifyOfficers: '修改军官',
officersDesc: '快速设置军官到期时间',
days: '天',
presets: '预设',
choosePreset: '选择预设',
defaultPreset: '默认预设',
applyPreset: '应用预设',
presetName: '预设名称',
savePreset: '保存预设',
presetNameRequired: '请输入预设名称',
presetSaved: '预设保存成功',
presetApplied: '预设应用成功',
deletePreset: '删除预设',
presetDeleted: '预设已删除',
confirmOverwriteTitle: '预设已存在',
confirmOverwriteMessage: '名为 "{name}" 的预设已存在,是否覆盖?',
cannotDeleteDefault: '无法删除默认预设',
npcTesting: 'NPC 测试',
npcTestingDesc: '测试NPC侦查和攻击行为',
selectNPC: '选择NPC',
@@ -1259,6 +1273,15 @@ export default {
npcEliminatedMessage: '你消灭了{npcName}的所有星球!该势力已被彻底摧毁。'
},
searchPlaceholder: '搜索NPC名称...',
sort: {
label: '排序',
ascending: '升序',
descending: '降序',
reputation: '好感度',
planets: '星球数量',
difficulty: '难度',
allies: '盟友数量'
},
// 通知类型
notificationType: {
tradeOffer: '贸易提议',

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@@ -1080,6 +1080,20 @@ export default {
},
gmView: {
title: 'GM 管理面板',
presets: '預設',
choosePreset: '選擇預設',
defaultPreset: '預設範本',
applyPreset: '套用預設',
savePreset: '儲存預設',
presetName: '預設名稱',
presetNameRequired: '請輸入預設名稱',
presetSaved: '預設已儲存',
presetApplied: '預設已套用',
deletePreset: '刪除預設',
presetDeleted: '預設已刪除',
confirmOverwriteTitle: '預設已存在',
confirmOverwriteMessage: '名為 "{name}" 的預設已存在,是否覆蓋?',
cannotDeleteDefault: '無法刪除預設範本',
adminOnly: '僅管理員',
selectPlanet: '選擇星球',
choosePlanet: '選擇一個星球',
@@ -1179,6 +1193,15 @@ export default {
}
},
diplomacy: {
sort: {
label: '排序',
ascending: '升序',
descending: '降序',
reputation: '聲望',
planets: '星球',
difficulty: '難度',
allies: '盟友'
},
title: '外交',
description: '管理與NPC的外交關係',
tabs: {

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@@ -2,6 +2,7 @@ import type { Fleet, Resources, BattleResult, Officer, TechnologyType } from '@/
import { DefenseType, OfficerType } from '@/types/game'
import { workerManager } from '@/workers/workerManager'
import { MOON_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
/**
* 执行战斗模拟
@@ -66,7 +67,7 @@ export const simulateBattle = async (
// 生成战斗报告
const battleResult: BattleResult = {
id: `battle_${Date.now()}`,
id: generateId('battle'),
timestamp: Date.now(),
attackerId: '',
defenderId: '',

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@@ -19,6 +19,7 @@ import {
type ShipType
} from '@/types/game'
import { MAIN_CAMPAIGN, getAllQuests, getQuestById, getQuestsByChapter } from '@/config/campaignConfig'
import { generateId } from '@/utils/id'
import * as resourceLogic from './resourceLogic'
/**
@@ -515,7 +516,7 @@ export const createQuestNotification = (
): QuestNotification => {
const quest = getQuestById(questId)
return {
id: `quest_notification_${Date.now()}`,
id: generateId('quest_notification'),
timestamp: Date.now(),
questId,
questTitleKey: quest?.titleKey || '',

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@@ -3,6 +3,7 @@ import type { Locale } from '@/locales'
import { ShipType, DefenseType, MissionType, BuildingType, OfficerType, TechnologyType, ExpeditionZone } from '@/types/game'
import { FLEET_STORAGE_CONFIG, EXPEDITION_ZONES } from '@/config/gameConfig'
import { useGameStore } from '@/stores/gameStore'
import { generateId } from '@/utils/id'
import * as battleLogic from './battleLogic'
import * as moonLogic from './moonLogic'
import * as moonValidation from './moonValidation'
@@ -61,7 +62,7 @@ export const createFleetMission = (
): FleetMission => {
const now = Date.now()
return {
id: `mission_${now}`,
id: generateId('mission'),
playerId,
originPlanetId,
// 深拷贝targetPosition避免多个任务共享同一个引用
@@ -171,7 +172,7 @@ export const processAttackArrival = async (
)
// 更新战斗报告ID
battleResult.id = `battle_${Date.now()}`
battleResult.id = generateId('battle')
battleResult.attackerId = attacker.id
battleResult.defenderId = targetPlanet.ownerId || 'unknown'
battleResult.attackerPlanetId = mission.originPlanetId
@@ -267,7 +268,7 @@ export const processNPCAttackArrival = async (
)
// 更新战斗报告ID和参与者信息
battleResult.id = `battle_${Date.now()}`
battleResult.id = generateId('battle')
battleResult.attackerId = npc.id
battleResult.defenderId = defender.id
battleResult.attackerPlanetId = mission.originPlanetId
@@ -414,7 +415,7 @@ export const processColonizeArrival = (
// 创建新殖民地
const newPlanet: Planet = {
id: `planet_${Date.now()}`,
id: generateId('planet'),
name: `${colonyNameTemplate} ${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`,
ownerId: player.id,
position: mission.targetPosition,
@@ -564,7 +565,7 @@ export const processSpyArrival = (
const wasDetected = Math.random() < detectionChance
const spyReport: SpyReport = {
id: `spy_${Date.now()}`,
id: generateId('spy'),
timestamp: Date.now(),
spyId: attacker.id,
targetPlanetId: targetPlanet.id,
@@ -1050,7 +1051,7 @@ export const processDestroyArrival = async (
)
// 更新战斗报告
battleResult.id = `battle_${Date.now()}`
battleResult.id = generateId('battle')
battleResult.attackerId = attacker.id
battleResult.defenderId = targetPlanet.ownerId || 'unknown'
battleResult.attackerPlanetId = mission.originPlanetId

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@@ -3,8 +3,66 @@
* 处理星际导弹攻击、射程计算、拦截等
*/
import type { Planet, MissileAttack, DefenseType, TechnologyType, Position } from '@/types/game'
import { DefenseType as DefenseTypes } from '@/types/game'
import type { Planet, MissileAttack, DefenseType, TechnologyType, Position, BuildQueueItem } from '@/types/game'
import { DefenseType as DefenseTypes, BuildingType } from '@/types/game'
/**
* 计算导弹发射井容量
*/
export const calculateMissileSiloCapacity = (buildings: Partial<Record<BuildingType, number>>): number => {
const siloLevel = buildings[BuildingType.MissileSilo] || 0
return siloLevel * 10 // 每级存储10枚导弹
}
/**
* 计算当前导弹总数
*/
export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType, number>>): number => {
const interplanetaryMissiles = defense[DefenseTypes.InterplanetaryMissile] || 0
const antiBallisticMissiles = defense[DefenseTypes.AntiBallisticMissile] || 0
return interplanetaryMissiles + antiBallisticMissiles
}
/**
* 计算建造队列中的导弹总数
*/
export const calculateQueueMissileCount = (buildQueue: BuildQueueItem[]): number => {
let queueMissileCount = 0
for (const item of buildQueue) {
if (item.type === 'defense') {
const defenseType = item.itemType as DefenseType
if (defenseType === DefenseTypes.InterplanetaryMissile || defenseType === DefenseTypes.AntiBallisticMissile) {
queueMissileCount += item.quantity || 0
}
}
}
return queueMissileCount
}
/**
* 检查导弹容量限制
*/
export const checkMissileSiloLimit = (
defenseType: DefenseType,
currentDefense: Partial<Record<DefenseType, number>>,
buildings: Partial<Record<BuildingType, number>>,
quantity: number,
buildQueue?: BuildQueueItem[]
): boolean => {
// 只对导弹类型进行检查
if (defenseType !== DefenseTypes.InterplanetaryMissile && defenseType !== DefenseTypes.AntiBallisticMissile) {
return true
}
const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense)
const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity
}
/**
* 计算导弹射程(基于脉冲引擎等级)

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@@ -1,6 +1,7 @@
import type { Planet, Resources } from '@/types/game'
import { BuildingType, ShipType, DefenseType } from '@/types/game'
import { MOON_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
/**
* 计算月球生成概率
@@ -79,7 +80,7 @@ export const tryGenerateMoon = (
// 生成月球
const moon: Planet = {
id: `moon_${Date.now()}`,
id: generateId('moon'),
name: `Moon [${planetPosition.galaxy}:${planetPosition.system}:${planetPosition.position}]`,
ownerId: playerId,
position: planetPosition,

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@@ -1,6 +1,7 @@
import type { Planet, Resources } from '@/types/game'
import { ShipType, DefenseType, BuildingType } from '@/types/game'
import { MOON_CONFIG, PLANET_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
import * as oreDepositLogic from './oreDepositLogic'
/**
@@ -173,7 +174,7 @@ export const createMoon = (
moonSuffix: string = "'s Moon",
diameter?: number
): Planet => {
const moonId = `moon_${Date.now()}`
const moonId = generateId('moon')
const moon: Planet = {
id: moonId,
name: `${parentPlanet.name}${moonSuffix}`,

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@@ -156,64 +156,6 @@ export const checkShieldDomeLimit = (
return true
}
/**
* 计算导弹发射井容量
*/
export const calculateMissileSiloCapacity = (buildings: Partial<Record<BuildingType, number>>): number => {
const siloLevel = buildings[BuildingType.MissileSilo] || 0
return siloLevel * 10 // 每级存储10枚导弹
}
/**
* 计算当前导弹总数
*/
export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType, number>>): number => {
const interplanetaryMissiles = defense[DefenseType.InterplanetaryMissile] || 0
const antiBallisticMissiles = defense[DefenseType.AntiBallisticMissile] || 0
return interplanetaryMissiles + antiBallisticMissiles
}
/**
* 计算建造队列中的导弹总数
*/
export const calculateQueueMissileCount = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): number => {
let queueMissileCount = 0
for (const item of buildQueue) {
if (item.type === 'defense') {
const defenseType = item.itemType as DefenseType
if (defenseType === DefenseType.InterplanetaryMissile || defenseType === DefenseType.AntiBallisticMissile) {
queueMissileCount += item.quantity || 0
}
}
}
return queueMissileCount
}
/**
* 检查导弹容量限制
*/
export const checkMissileSiloLimit = (
defenseType: DefenseType,
currentDefense: Partial<Record<DefenseType, number>>,
buildings: Partial<Record<BuildingType, number>>,
quantity: number,
buildQueue?: Array<{ type: string; itemType: string; quantity?: number }>
): boolean => {
// 只对导弹类型进行检查
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
return true
}
const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense)
const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity
}
/**
* 创建舰船建造队列项
*/

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@@ -1,6 +1,7 @@
import type { Planet, Resources, BuildQueueItem, Fleet, Officer } from '@/types/game'
import { ShipType, DefenseType, TechnologyType, OfficerType, BuildingType } from '@/types/game'
import * as shipLogic from './shipLogic'
import * as missileLogic from './missileLogic'
import * as resourceLogic from './resourceLogic'
import * as officerLogic from './officerLogic'
import * as publicLogic from './publicLogic'
@@ -101,7 +102,7 @@ export const validateDefenseBuild = (
}
// 导弹发射井容量限制
if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) {
if (!missileLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) {
return { valid: false, reason: 'errors.missileSiloLimit' }
}

8
src/utils/id.ts Normal file
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@@ -0,0 +1,8 @@
/**
* 统一生成带前缀的业务ID
* 便于后续集中调整ID规则
*/
export const generateId = (prefix: string): string => {
const timestamp = Date.now()
return `${prefix}_${timestamp}_${Math.random().toString(36).slice(2, 9)}`
}

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@@ -1,4 +1,18 @@
import type { Planet, DebrisField, NPC } from '@/types/game'
import type {
AllyDefenseNotification,
DebrisField,
FleetMission,
IncomingFleetAlert,
JointAttackInvite,
MissionReport,
NPC,
NPCActivityNotification,
Planet,
Player,
Position,
SpiedNotification,
SpyReport
} from '@/types/game'
import { decryptData, encryptData } from './crypto'
import { generatePlanetTemperature } from '@/logic/planetLogic'
import pkg from '../../package.json'
@@ -8,6 +22,514 @@ import pkg from '../../package.json'
* 用于从旧版本数据结构迁移到新版本
*/
type PlanetKind = 'planet' | 'moon'
type RemappedPlanetEntry = { newId: string; name: string }
type DuplicatePlanetKindMap = Map<PlanetKind, RemappedPlanetEntry>
type DuplicatePlanetPositionMap = Map<string, DuplicatePlanetKindMap>
// oldPlanetId -> position -> planet/moon -> remapped target
type DuplicatePlanetIdMap = Map<string, DuplicatePlanetPositionMap>
interface MigratablePlayer extends Player {
diplomaticRelations?: Record<string, unknown>
}
interface MigratableGameData {
currentPlanetId?: string
player?: MigratablePlayer
npcs?: NPC[]
universePlanets?: Record<string, Planet>
debrisFields?: Record<string, DebrisField>
}
interface PlanetReferenceContext {
position?: Position
isMoon?: boolean
planetName?: string
}
interface HasTargetPlanetId {
targetPlanetId?: string
}
interface HasOriginPlanetId {
originPlanetId?: string
}
interface HasParentPlanetId {
parentPlanetId?: string
}
interface HasCurrentPlanetId {
currentPlanetId?: string
}
const getPlanetPositionKey = (position: Position): string => {
return `${position.galaxy}:${position.system}:${position.position}`
}
const getPlanetKindKey = (isMoon?: boolean): PlanetKind => {
return isMoon ? 'moon' : 'planet'
}
const getPlanetEntriesFor = (
planetId: string,
idMap: DuplicatePlanetIdMap,
position?: Position
): DuplicatePlanetKindMap | undefined => {
if (!position) return undefined
return idMap.get(planetId)?.get(getPlanetPositionKey(position))
}
const getEntriesByName = (entries: Iterable<RemappedPlanetEntry>, planetName?: string): RemappedPlanetEntry[] => {
if (!planetName) {
return []
}
return Array.from(entries).filter(entry => entry.name === planetName)
}
const getUniqueEntryByName = (entries: Iterable<RemappedPlanetEntry>, planetName?: string): RemappedPlanetEntry | undefined => {
const matchedEntries = getEntriesByName(entries, planetName)
if (matchedEntries.length !== 1) {
return undefined
}
return matchedEntries[0]
}
const getOnlyEntry = (entries: DuplicatePlanetKindMap): RemappedPlanetEntry | undefined => {
if (entries.size !== 1) {
return undefined
}
return Array.from(entries.values())[0]
}
const getEntriesAcrossPositions = (byPosition: DuplicatePlanetPositionMap): RemappedPlanetEntry[] => {
const entries: RemappedPlanetEntry[] = []
byPosition.forEach(byKind => {
byKind.forEach(entry => {
entries.push(entry)
})
})
return entries
}
const buildDuplicatePlanetIdMap = (player: Player): DuplicatePlanetIdMap => {
const planetsByOriginalId = new Map<string, Planet[]>()
player.planets.forEach(planet => {
let group = planetsByOriginalId.get(planet.id)
if (!group) {
group = []
planetsByOriginalId.set(planet.id, group)
}
group.push(planet)
})
const idMap: DuplicatePlanetIdMap = new Map()
planetsByOriginalId.forEach((planets, originalId) => {
if (planets.length <= 1) return
planets.forEach((planet, index) => {
if (index === 0) return
const newId = `${originalId}_${Math.random().toString(36).substring(2, 9)}`
const positionKey = getPlanetPositionKey(planet.position)
let byPosition = idMap.get(originalId)
if (!byPosition) {
byPosition = new Map()
idMap.set(originalId, byPosition)
}
let byKind = byPosition.get(positionKey)
if (!byKind) {
byKind = new Map()
byPosition.set(positionKey, byKind)
}
byKind.set(getPlanetKindKey(planet.isMoon), {
newId,
name: planet.name
})
planet.id = newId
})
})
return idMap
}
const resolveRemappedPlanetId = (
planetId: string | undefined,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): string | undefined => {
if (!planetId) return undefined
const byPosition = idMap.get(planetId)
if (!byPosition) return undefined
if (context.position) {
const byKind = getPlanetEntriesFor(planetId, idMap, context.position)
if (!byKind) return undefined
// 只有在位置或名称足够区分目标时才重写引用,避免把旧引用误指到错误星球
if (context.isMoon !== undefined) {
return byKind.get(getPlanetKindKey(context.isMoon))?.newId
}
const matchedByName = getUniqueEntryByName(byKind.values(), context.planetName)
if (matchedByName) {
return matchedByName.newId
}
return getOnlyEntry(byKind)?.newId
}
if (context.planetName) {
return getUniqueEntryByName(getEntriesAcrossPositions(byPosition), context.planetName)?.newId
}
return undefined
}
const getUpdatedPlanetId = (
currentPlanetId: string | undefined,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): string | undefined => {
const remappedPlanetId = resolveRemappedPlanetId(currentPlanetId, idMap, context)
if (!remappedPlanetId || remappedPlanetId === currentPlanetId) {
return undefined
}
return remappedPlanetId
}
const updateTargetPlanetId = (
target: HasTargetPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.targetPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.targetPlanetId = remappedPlanetId
return true
}
const updateOriginPlanetId = (
target: HasOriginPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.originPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.originPlanetId = remappedPlanetId
return true
}
const updateParentPlanetId = (
target: HasParentPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.parentPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.parentPlanetId = remappedPlanetId
return true
}
const updateCurrentPlanetId = (
target: HasCurrentPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.currentPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.currentPlanetId = remappedPlanetId
return true
}
const updateMissionTargetPlanetId = (mission: FleetMission, idMap: DuplicatePlanetIdMap): boolean => {
return updateTargetPlanetId(mission, idMap, {
position: mission.targetPosition,
isMoon: mission.targetIsMoon
})
}
const updateSpyReportTargetPlanetId = (report: SpyReport, idMap: DuplicatePlanetIdMap): boolean => {
return updateTargetPlanetId(report, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})
}
const updateSpiedNotificationTargetPlanetId = (
notification: SpiedNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
planetName: notification.targetPlanetName
})
}
const updateNPCActivityTargetPlanetId = (
notification: NPCActivityNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
position: notification.targetPosition,
planetName: notification.targetPlanetName
})
}
const updateIncomingAlertTargetPlanetId = (
alert: IncomingFleetAlert,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(alert, idMap, {
planetName: alert.targetPlanetName
})
}
const updateJointAttackTargetPlanetId = (
invite: JointAttackInvite,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(invite, idMap, {
position: invite.targetPosition
})
}
const updateAllyDefenseTargetPlanetId = (
notification: AllyDefenseNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
planetName: notification.targetPlanetName
})
}
const updateMissionReportPlanetIds = (report: MissionReport, idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
if (updateOriginPlanetId(report, idMap, {
planetName: report.originPlanetName
})) {
mutated = true
}
if (updateTargetPlanetId(report, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})) {
mutated = true
}
if (report.details?.newPlanetId) {
const remappedNewPlanetId = getUpdatedPlanetId(report.details.newPlanetId, idMap, {
position: report.targetPosition,
planetName: report.details.newPlanetName || report.targetPlanetName
})
if (remappedNewPlanetId) {
report.details.newPlanetId = remappedNewPlanetId
mutated = true
}
}
return mutated
}
const fixPlayerPlanetsAndQueues = (player: Player, idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
player.planets.forEach(planet => {
if (planet.isMoon && updateParentPlanetId(planet, idMap, {
position: planet.position,
isMoon: false
})) {
mutated = true
}
// 等待队列里的 planetId 应始终与所属星球保持一致
planet.waitingBuildQueue?.forEach(item => {
if (item.planetId && item.planetId !== planet.id) {
item.planetId = planet.id
mutated = true
}
})
})
return mutated
}
const fixPlayerReferences = (
player: Player,
data: MigratableGameData,
idMap: DuplicatePlanetIdMap
): boolean => {
let mutated = false
if (updateCurrentPlanetId(data, idMap)) {
mutated = true
}
player.fleetMissions?.forEach(mission => {
if (updateMissionTargetPlanetId(mission, idMap)) {
mutated = true
}
})
player.spyReports?.forEach(report => {
if (updateSpyReportTargetPlanetId(report, idMap)) {
mutated = true
}
})
player.spiedNotifications?.forEach(notification => {
if (updateSpiedNotificationTargetPlanetId(notification, idMap)) {
mutated = true
}
})
player.npcActivityNotifications?.forEach(notification => {
if (updateNPCActivityTargetPlanetId(notification, idMap)) {
mutated = true
}
})
player.missionReports?.forEach(report => {
if (updateMissionReportPlanetIds(report, idMap)) {
mutated = true
}
})
player.incomingFleetAlerts?.forEach(alert => {
if (updateIncomingAlertTargetPlanetId(alert, idMap)) {
mutated = true
}
})
player.jointAttackInvites?.forEach(invite => {
if (updateJointAttackTargetPlanetId(invite, idMap)) {
mutated = true
}
})
player.allyDefenseNotifications?.forEach(notification => {
if (updateAllyDefenseTargetPlanetId(notification, idMap)) {
mutated = true
}
})
return mutated
}
const fixNpcPlayerSpyReports = (npc: NPC, idMap: DuplicatePlanetIdMap): boolean => {
if (!npc.playerSpyReports) {
return false
}
let mutated = false
const remappedPlayerSpyReports: Record<string, SpyReport> = {}
// playerSpyReports 的 key 就是玩家星球 ID需要和报告内容一起迁移
Object.entries(npc.playerSpyReports).forEach(([planetId, report]) => {
if (updateSpyReportTargetPlanetId(report, idMap)) {
mutated = true
}
const remappedPlanetId = getUpdatedPlanetId(planetId, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})
if (remappedPlanetId) {
remappedPlayerSpyReports[remappedPlanetId] = report
mutated = true
return
}
remappedPlayerSpyReports[planetId] = report
})
npc.playerSpyReports = remappedPlayerSpyReports
return mutated
}
const fixNpcReferences = (npcs: NPC[], idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
npcs.forEach(npc => {
if (fixNpcPlayerSpyReports(npc, idMap)) {
mutated = true
}
npc.fleetMissions?.forEach(mission => {
if (updateMissionTargetPlanetId(mission, idMap)) {
mutated = true
}
})
})
return mutated
}
/**
* 修复玩家星球的重复ID并同步更新可被可靠识别的旧引用。
* 缺少位置或名称上下文、无法安全判定归属的旧引用会保留原ID
* 继续指向保留下来的首个星球,避免把数据误指到错误目标。
*/
const fixDuplicatePlanetIds = (data: MigratableGameData): boolean => {
const player = data.player
if (!player || !Array.isArray(player.planets) || player.planets.length === 0) {
return false
}
const idMap = buildDuplicatePlanetIdMap(player)
if (idMap.size === 0) {
return false
}
// buildDuplicatePlanetIdMap 已经在上一步直接修复了重复星球 ID
// 只要 idMap 非空,就说明当前迁移已经发生了实际修改。
let mutated = true
if (fixPlayerPlanetsAndQueues(player, idMap)) {
mutated = true
}
if (fixPlayerReferences(player, data, idMap)) {
mutated = true
}
if (data.npcs && fixNpcReferences(data.npcs, idMap)) {
mutated = true
}
return mutated
}
/**
* 执行数据迁移
* 将旧版本的 universePlanets 和 debrisFields 从 gameStore 迁移到 universeStore
@@ -22,13 +544,13 @@ export const migrateGameData = (): void => {
if (!oldEncryptedData) return
// 尝试解密(如果是加密格式)
let oldData: any
let oldData: MigratableGameData
try {
oldData = decryptData(oldEncryptedData)
oldData = decryptData(oldEncryptedData) as MigratableGameData
} catch {
// 解密失败,可能是新格式(未加密),直接解析
try {
oldData = JSON.parse(oldEncryptedData)
oldData = JSON.parse(oldEncryptedData) as MigratableGameData
} catch {
return // 无法解析,放弃迁移
}
@@ -100,6 +622,11 @@ export const migrateGameData = (): void => {
needsSave = true
}
// 修复重复的星球ID
if (fixDuplicatePlanetIds(oldData)) {
needsSave = true
}
// 迁移温度数据:为没有温度的星球生成温度
// 玩家星球
if (oldData.player?.planets && Array.isArray(oldData.player.planets)) {
@@ -164,10 +691,11 @@ export const migrateGameData = (): void => {
// 新版本统一使用 npc.relations[playerId] 存储NPC对玩家的关系
if (oldData.player?.diplomaticRelations && oldData.npcs && Array.isArray(oldData.npcs)) {
const playerId = oldData.player.id
const npcs = oldData.npcs
const playerRelations = oldData.player.diplomaticRelations as Record<string, any>
Object.entries(playerRelations).forEach(([npcId, relation]) => {
const npc = oldData.npcs.find((n: NPC) => n.id === npcId)
const npc = npcs.find((n: NPC) => n.id === npcId)
if (npc) {
if (!npc.relations) {
npc.relations = {}

View File

@@ -190,6 +190,7 @@
import * as publicLogic from '@/logic/publicLogic'
import * as shipValidation from '@/logic/shipValidation'
import * as shipLogic from '@/logic/shipLogic'
import * as missileLogic from '@/logic/missileLogic'
import * as gameLogic from '@/logic/gameLogic'
import * as waitingQueueLogic from '@/logic/waitingQueueLogic'
import * as officerLogic from '@/logic/officerLogic'
@@ -204,12 +205,12 @@
// 导弹容量相关计算
const missileSiloCapacity = computed(() => {
if (!planet.value) return 0
return shipLogic.calculateMissileSiloCapacity(planet.value.buildings)
return missileLogic.calculateMissileSiloCapacity(planet.value.buildings)
})
const currentMissileCount = computed(() => {
if (!planet.value) return 0
return shipLogic.calculateCurrentMissileCount(planet.value.defense)
return missileLogic.calculateCurrentMissileCount(planet.value.defense)
})
// AlertDialog 状态

View File

@@ -181,12 +181,39 @@
</ScrollableDialogContent>
</Dialog>
<!-- 搜索和排序工具栏 -->
<div class="flex flex-col sm:flex-row gap-4">
<!-- 搜索框 -->
<div class="relative">
<div class="relative flex-1">
<Search class="absolute left-3 top-1/2 transform -translate-y-1/2 h-4 w-4 text-muted-foreground" />
<Input v-model="searchQuery" type="text" :placeholder="t('diplomacy.searchPlaceholder')" class="pl-10" />
</div>
<!-- 排序控制 -->
<div class="flex gap-2">
<Select v-model="sortBy">
<SelectTrigger class="w-[140px]">
<SelectValue :placeholder="t('diplomacy.sort.label')" />
</SelectTrigger>
<SelectContent>
<SelectItem value="reputation">{{ t('diplomacy.sort.reputation') }}</SelectItem>
<SelectItem value="planets">{{ t('diplomacy.sort.planets') }}</SelectItem>
<SelectItem value="difficulty">{{ t('diplomacy.sort.difficulty') }}</SelectItem>
<SelectItem value="allies">{{ t('diplomacy.sort.allies') }}</SelectItem>
</SelectContent>
</Select>
<Button
variant="outline"
size="icon"
@click="sortOrder = sortOrder === 'asc' ? 'desc' : 'asc'"
:title="sortOrder === 'asc' ? t('diplomacy.sort.ascending') : t('diplomacy.sort.descending')"
>
<ArrowUpDown class="h-4 w-4" />
</Button>
</div>
</div>
<!-- 关系状态过滤标签 -->
<Tabs v-model="activeTab" class="w-full">
<TabsList class="grid w-full grid-cols-4">
@@ -379,6 +406,13 @@
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button'
import {
Select,
SelectContent,
SelectItem,
SelectTrigger,
SelectValue
} from '@/components/ui/select'
import { Dialog, DialogDescription, DialogTitle } from '@/components/ui/dialog'
import ScrollableDialogContent from '@/components/ui/dialog/ScrollableDialogContent.vue'
import {
@@ -393,7 +427,7 @@
import NpcRelationCard from '@/components/npc/NpcRelationCard.vue'
import NpcRelationRow from '@/components/npc/NpcRelationRow.vue'
import { RelationStatus } from '@/types/game'
import type { DiplomaticRelation } from '@/types/game'
import type { DiplomaticRelation, NPC } from '@/types/game'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import {
Search,
@@ -403,10 +437,13 @@
Swords,
Activity,
LayoutGrid,
List
List,
ArrowUpDown
} from 'lucide-vue-next'
import { Empty, EmptyContent, EmptyDescription } from '@/components/ui/empty'
type NPCSortBy = 'reputation' | 'planets' | 'difficulty' | 'allies'
const route = useRoute()
const gameStore = useGameStore()
const npcStore = useNPCStore()
@@ -435,6 +472,56 @@
// 搜索功能
const searchQuery = ref('')
// 排序状态
const sortBy = ref<NPCSortBy>('reputation')
const sortOrder = ref<'asc' | 'desc'>('desc')
const assertNever = (value: never): never => {
throw new Error(`Unexpected NPC sort type: ${value}`)
}
// 排序函数
const sortNpcs = (npcs: NPC[], predicate: (npc: NPC) => boolean = () => true) => {
return npcs.filter(predicate).sort((a, b) => {
let valA = 0
let valB = 0
switch (sortBy.value) {
case 'reputation':
valA = getRelation(a.id)?.reputation || 0
valB = getRelation(b.id)?.reputation || 0
break
case 'planets':
valA = a.planets.length
valB = b.planets.length
break
case 'difficulty':
// 简单=1, 普通=2, 困难=3
// eslint-disable-next-line no-case-declarations
const getDifficultyVal = (diff: string) => {
if (diff === 'hard') return 3
if (diff === 'medium') return 2
return 1
}
valA = a.difficultyLevel || getDifficultyVal(a.difficulty)
valB = b.difficultyLevel || getDifficultyVal(b.difficulty)
break
case 'allies':
valA = a.allies?.length || 0
valB = b.allies?.length || 0
break
default:
return assertNever(sortBy.value)
}
if (sortOrder.value === 'asc') {
return valA - valB
} else {
return valB - valA
}
})
}
// NPC诊断功能
const npcDiagnosticOpen = ref(false)
const npcDiagnostics = ref<npcBehaviorLogic.NPCDiagnosticInfo[]>([])
@@ -620,34 +707,34 @@
}
// 搜索过滤函数
const matchesSearch = (npc: (typeof npcStore.npcs)[0]) => {
const matchesSearch = (npc: NPC) => {
if (!searchQuery.value.trim()) return true
const query = searchQuery.value.toLowerCase().trim()
return npc.name.toLowerCase().includes(query) || npc.id.toLowerCase().includes(query)
}
// 按关系状态分类NPC同时应用搜索过滤
const allNpcs = computed(() => npcStore.npcs.filter(matchesSearch))
// 先统一排序一次,避免不同标签页在同一批数据上重复排序
const sortedNpcs = computed(() => sortNpcs(npcStore.npcs, matchesSearch))
const allNpcs = computed(() => sortedNpcs.value)
const friendlyNpcs = computed(() => {
return npcStore.npcs.filter(npc => {
if (!matchesSearch(npc)) return false
return sortedNpcs.value.filter(npc => {
const relation = getRelation(npc.id)
return relation?.status === RelationStatus.Friendly
})
})
const neutralNpcs = computed(() => {
return npcStore.npcs.filter(npc => {
if (!matchesSearch(npc)) return false
return sortedNpcs.value.filter(npc => {
const relation = getRelation(npc.id)
return !relation || relation.status === RelationStatus.Neutral
})
})
const hostileNpcs = computed(() => {
return npcStore.npcs.filter(npc => {
if (!matchesSearch(npc)) return false
return sortedNpcs.value.filter(npc => {
const relation = getRelation(npc.id)
return relation?.status === RelationStatus.Hostile
})

View File

@@ -642,6 +642,7 @@
import * as diplomaticLogic from '@/logic/diplomaticLogic'
import * as gameLogic from '@/logic/gameLogic'
import * as moonLogic from '@/logic/moonLogic'
import { generateId } from '@/utils/id'
const route = useRoute()
const gameStore = useGameStore()
@@ -934,7 +935,7 @@
// 生成唯一ID
const generatePresetId = (): string => {
return `preset_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`
return generateId('fleet_preset')
}
// 保存当前配置为预设

View File

@@ -79,6 +79,44 @@
<!-- 建筑/科技/舰船/防御/军官 - 统一配置渲染 -->
<TabsContent v-for="section in gmSections" :key="section.tabValue" :value="section.tabValue" class="space-y-4">
<!-- 预设操作区 -->
<Card v-if="isPresettableSection(section)" class="mb-4">
<CardHeader class="pb-3">
<CardTitle class="text-lg">{{ t('gmView.presets') || 'Presets' }}</CardTitle>
</CardHeader>
<CardContent>
<div class="flex flex-col sm:flex-row gap-4 items-end sm:items-center">
<div class="flex gap-2 w-full sm:w-auto">
<Select v-model="selectedPresets[section.tabValue]">
<SelectTrigger class="w-[200px]">
<SelectValue :placeholder="t('gmView.choosePreset') || 'Choose Preset'" />
</SelectTrigger>
<SelectContent>
<SelectItem value="default">{{ t('gmView.defaultPreset') || 'Default Preset' }}</SelectItem>
<SelectItem v-for="p in customPresets[section.tabValue]" :key="p.id" :value="p.id">
{{ p.name }}
</SelectItem>
</SelectContent>
</Select>
<Button @click="handleApplyPreset(section)">{{ t('gmView.applyPreset') || 'Apply' }}</Button>
<Button
v-if="selectedPresets[section.tabValue] !== 'default'"
@click="handleDeletePreset(section)"
variant="destructive"
size="icon"
:title="t('gmView.deletePreset') || 'Delete Preset'"
>
<Trash2 class="h-4 w-4" />
</Button>
</div>
<div class="flex gap-2 w-full sm:w-auto ml-auto">
<Input v-model="presetNames[section.tabValue]" :placeholder="t('gmView.presetName') || 'Preset Name'" class="w-[150px]" />
<Button @click="handleSavePreset(section)" variant="outline">{{ t('gmView.savePreset') || 'Save' }}</Button>
</div>
</div>
</CardContent>
</Card>
<Card>
<CardHeader>
<CardTitle>{{ t(section.titleKey) }}</CardTitle>
@@ -213,6 +251,22 @@
</AlertDialogContent>
</AlertDialog>
<!-- 预设覆盖确认对话框 -->
<AlertDialog :open="presetOverwriteDialogOpen" @update:open="presetOverwriteDialogOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ t('gmView.confirmOverwriteTitle') || 'Preset Already Exists' }}</AlertDialogTitle>
<AlertDialogDescription>
{{ t('gmView.confirmOverwriteMessage', { name: pendingPresetToOverwrite?.name || '' }) || `Preset with name "${pendingPresetToOverwrite?.name}" already exists. Overwrite?` }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel @click="presetOverwriteDialogOpen = false">{{ t('common.cancel') }}</AlertDialogCancel>
<AlertDialogAction @click="handleConfirmOverwrite">{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
<!-- AlertDialog 提示对话框 -->
<AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event">
<AlertDialogContent>
@@ -263,7 +317,286 @@
import { BuildingType, TechnologyType, ShipType, DefenseType, OfficerType } from '@/types/game'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as publicLogic from '@/logic/publicLogic'
import { Home } from 'lucide-vue-next'
import { calculateMaxFleetStorage } from '@/logic/fleetStorageLogic'
import { calculateMissileSiloCapacity } from '@/logic/missileLogic'
import { generateId } from '@/utils/id'
import { Home, Trash2 } from 'lucide-vue-next'
// --- 预设系统 ---
interface GMPreset {
id: string
name: string
values: Record<string, number>
}
type GMSectionTabValue = 'buildings' | 'research' | 'ships' | 'defense' | 'officers'
type GMPresetSectionKey = Exclude<GMSectionTabValue, 'officers'>
type GMSection = {
tabValue: GMSectionTabValue
titleKey: string
descKey: string
items: string[]
max?: number
placeholder?: string
buttons: { label: string; value: number }[]
getItemName: (item: string) => string
getValue: (item: string) => number
setValue: (item: string, val: number) => void
onButtonClick: (item: string, val: number) => void
}
type GMPresetSection = GMSection & {
tabValue: GMPresetSectionKey
}
type GMPresetNameMap = Record<GMPresetSectionKey, string>
type GMSelectedPresetMap = Record<GMPresetSectionKey, string>
type GMCustomPresetMap = Record<GMPresetSectionKey, GMPreset[]>
interface PendingPresetOverwrite {
section: GMPresetSection
name: string
values: Record<string, number>
existingIndex: number
}
// 校验预设结构,避免历史脏数据污染当前视图
const isGMPreset = (value: unknown): value is GMPreset => {
if (typeof value !== 'object' || value === null) {
return false
}
const preset = value as Partial<GMPreset>
return typeof preset.id === 'string' && typeof preset.name === 'string' && typeof preset.values === 'object' && preset.values !== null
}
// 只有建筑/科技/舰船/防御页支持预设
const isPresettableSection = (section: GMSection): section is GMPresetSection => {
return section.tabValue !== 'officers'
}
const presetOverwriteDialogOpen = ref(false)
const pendingPresetToOverwrite = ref<PendingPresetOverwrite | null>(null)
const getPresets = (type: GMPresetSectionKey): GMPreset[] => {
const key = `gm_presets_${type}`
const data = localStorage.getItem(key)
if (!data) {
return []
}
try {
// 兼容旧版本或手动修改导致的损坏数据,避免页面因解析失败崩溃
const parsed = JSON.parse(data)
if (!Array.isArray(parsed)) {
localStorage.removeItem(key)
return []
}
const presets = parsed.filter(isGMPreset)
// 过滤掉结构不完整的预设,并顺手回写清理后的结果
if (presets.length !== parsed.length) {
localStorage.setItem(key, JSON.stringify(presets))
}
return presets
} catch {
localStorage.removeItem(key)
return []
}
}
const savePresets = (type: GMPresetSectionKey, presets: GMPreset[]) => {
localStorage.setItem(`gm_presets_${type}`, JSON.stringify(presets))
}
const presetNames = ref<GMPresetNameMap>({
buildings: '',
research: '',
ships: '',
defense: ''
})
const selectedPresets = ref<GMSelectedPresetMap>({
buildings: 'default',
research: 'default',
ships: 'default',
defense: 'default'
})
const customPresets = ref<GMCustomPresetMap>({
buildings: getPresets('buildings'),
research: getPresets('research'),
ships: getPresets('ships'),
defense: getPresets('defense')
})
const handleSavePreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const name = presetNames.value[section.tabValue]?.trim()
if (!name) {
toast.error(t('gmView.presetNameRequired') || '请输入预设名称')
return
}
const values: Record<string, number> = {}
section.items.forEach((item: string) => {
values[item] = section.getValue(item)
})
// 检查是否存在同名预设
const presets = customPresets.value[section.tabValue]
const existingIndex = presets.findIndex(p => p.name === name)
if (existingIndex !== -1) {
pendingPresetToOverwrite.value = {
section,
name,
values,
existingIndex
}
presetOverwriteDialogOpen.value = true
return
}
const newPreset: GMPreset = {
id: generateId('gm_preset'),
name,
values
}
presets.push(newPreset)
savePresets(section.tabValue, presets)
presetNames.value[section.tabValue] = ''
selectedPresets.value[section.tabValue] = newPreset.id
toast.success(t('gmView.presetSaved') || '预设保存成功')
}
const handleConfirmOverwrite = () => {
if (!pendingPresetToOverwrite.value) return
const { section, values, existingIndex } = pendingPresetToOverwrite.value
const presets = customPresets.value[section.tabValue]
if (presets[existingIndex]) {
// 更新现有预设的值保持ID不变
presets[existingIndex].values = values
savePresets(section.tabValue, presets)
presetNames.value[section.tabValue] = ''
selectedPresets.value[section.tabValue] = presets[existingIndex].id
toast.success(t('gmView.presetSaved') || '预设保存成功')
}
presetOverwriteDialogOpen.value = false
pendingPresetToOverwrite.value = null
}
const handleDeletePreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const presetId = selectedPresets.value[section.tabValue]
if (!presetId || presetId === 'default') {
toast.error(t('gmView.cannotDeleteDefault') || '无法删除默认预设')
return
}
const presets = customPresets.value[section.tabValue]
const index = presets.findIndex(p => p.id === presetId)
if (index !== -1) {
presets.splice(index, 1)
savePresets(section.tabValue, presets)
selectedPresets.value[section.tabValue] = 'default'
toast.success(t('gmView.presetDeleted') || '预设已删除')
}
}
const handleApplyPreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const presetId = selectedPresets.value[section.tabValue]
if (!presetId) return
if (presetId === 'default') {
if (section.tabValue === 'buildings') {
const explicitMax: Record<string, number> = {
[BuildingType.NaniteFactory]: 10,
[BuildingType.MissileSilo]: 10,
[BuildingType.JumpGate]: 5,
[BuildingType.PlanetDestroyerFactory]: 3,
[BuildingType.GeoResearchStation]: 10,
[BuildingType.DeepDrillingFacility]: 10,
[BuildingType.University]: 10
}
section.items.forEach((item: string) => {
section.setValue(item, explicitMax[item] || 50)
})
} else if (section.tabValue === 'research') {
const explicitMax: Record<string, number> = {
[TechnologyType.ComputerTechnology]: 10,
[TechnologyType.GravitonTechnology]: 1,
[TechnologyType.PlanetDestructionTech]: 10,
[TechnologyType.MiningTechnology]: 15,
[TechnologyType.IntergalacticResearchNetwork]: 10,
[TechnologyType.MineralResearch]: 20,
[TechnologyType.CrystalResearch]: 20,
[TechnologyType.FuelResearch]: 20
}
section.items.forEach((item: string) => {
section.setValue(item, explicitMax[item] || 100)
})
} else if (section.tabValue === 'ships') {
if (!selectedPlanet.value) return
// 某些过滤场景下舰船列表可能为空,避免平均分配时除以 0
if (!section.items.length) return
// 重新计算最大舰队仓储,确保数据是最新的
const maxStorage = calculateMaxFleetStorage(selectedPlanet.value, gameStore.player.technologies)
// 将总容量平均分配给每种舰船
const storagePerShip = maxStorage / section.items.length
section.items.forEach(item => {
const usage = SHIPS.value[item as ShipType]?.storageUsage || 1
// 如果 usage 为 0 (如某些特殊单位),则给予一个默认数量,或者跳过
if (usage <= 0) {
section.setValue(item, 100) // 防止除以0给予固定值
} else {
section.setValue(item, Math.floor(storagePerShip / usage))
}
})
} else if (section.tabValue === 'defense') {
if (!selectedPlanet.value) return
const missileCapacity = calculateMissileSiloCapacity(selectedPlanet.value.buildings)
const defaultMissileCount = Math.floor(missileCapacity / 2)
section.items.forEach((item: string) => {
// 两种导弹都占用1格空间默认各分配一半容量
if (item === DefenseType.AntiBallisticMissile || item === DefenseType.InterplanetaryMissile) {
section.setValue(item, defaultMissileCount)
} else {
section.setValue(item, 10000)
}
})
}
toast.success(t('gmView.presetApplied') || '默认预设应用成功')
} else {
const customPreset = customPresets.value[section.tabValue].find((p: GMPreset) => p.id === presetId)
if (customPreset) {
Object.entries(customPreset.values).forEach(([k, v]) => {
section.setValue(k, v as number)
})
toast.success(t('gmView.presetApplied') || '预设应用成功')
}
}
}
// --- 预设系统结束 ---
const router = useRouter()
const gameStore = useGameStore()
@@ -281,7 +614,8 @@
router.push('/')
}
const selectedPlanetId = ref<string>(gameStore.player.planets[0]?.id || '')
// 默认选中当前正在游玩的星球
const selectedPlanetId = ref<string>(gameStore.currentPlanetId || gameStore.player.planets[0]?.id || '')
const officerDays = ref<Record<OfficerType, number>>({} as Record<OfficerType, number>)
const selectedNPCId = ref<string>(npcStore.npcs[0]?.id || '')
const targetPlanetIndex = ref<string>('0')
@@ -336,22 +670,6 @@
}
}
// GM编辑区块配置 - 统一管理建筑/科技/舰船/防御/军官
// eslint-disable-next-line @typescript-eslint/no-explicit-any
type GMSection = {
tabValue: string
titleKey: string
descKey: string
items: string[]
max?: number
placeholder?: string
buttons: { label: string; value: number }[]
getItemName: (item: any) => string
getValue: (item: any) => number
setValue: (item: any, val: number) => void
onButtonClick: (item: any, val: number) => void
}
const gmSections = computed<GMSection[]>(() => [
{
tabValue: 'buildings',
@@ -364,17 +682,17 @@
{ label: 'Lv 10', value: 10 },
{ label: 'Lv 30', value: 30 }
],
getItemName: (item: BuildingType) => BUILDINGS.value[item].name,
getValue: (item: BuildingType) => selectedPlanet.value?.buildings[item] || 0,
setValue: (item: BuildingType, val: number) => {
getItemName: item => BUILDINGS.value[item as BuildingType].name,
getValue: item => selectedPlanet.value?.buildings[item as BuildingType] || 0,
setValue: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.buildings[item] = val
selectedPlanet.value.buildings[item as BuildingType] = val
updatePlayerPoints()
}
},
onButtonClick: (item: BuildingType, val: number) => {
onButtonClick: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.buildings[item] = val
selectedPlanet.value.buildings[item as BuildingType] = val
updatePlayerPoints()
}
}
@@ -390,14 +708,14 @@
{ label: 'Lv 10', value: 10 },
{ label: 'Lv 20', value: 20 }
],
getItemName: (item: TechnologyType) => TECHNOLOGIES.value[item].name,
getValue: (item: TechnologyType) => gameStore.player.technologies[item] || 0,
setValue: (item: TechnologyType, val: number) => {
gameStore.player.technologies[item] = val
getItemName: item => TECHNOLOGIES.value[item as TechnologyType].name,
getValue: item => gameStore.player.technologies[item as TechnologyType] || 0,
setValue: (item, val) => {
gameStore.player.technologies[item as TechnologyType] = val
updatePlayerPoints()
},
onButtonClick: (item: TechnologyType, val: number) => {
gameStore.player.technologies[item] = val
onButtonClick: (item, val) => {
gameStore.player.technologies[item as TechnologyType] = val
updatePlayerPoints()
}
},
@@ -412,17 +730,17 @@
{ label: '+100', value: 100 },
{ label: '+1K', value: 1000 }
],
getItemName: (item: ShipType) => SHIPS.value[item].name,
getValue: (item: ShipType) => selectedPlanet.value?.fleet[item] || 0,
setValue: (item: ShipType, val: number) => {
getItemName: item => SHIPS.value[item as ShipType].name,
getValue: item => selectedPlanet.value?.fleet[item as ShipType] || 0,
setValue: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.fleet[item] = val
selectedPlanet.value.fleet[item as ShipType] = val
updatePlayerPoints()
}
},
onButtonClick: (item: ShipType, val: number) => {
onButtonClick: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.fleet[item] = (selectedPlanet.value.fleet[item] || 0) + val
selectedPlanet.value.fleet[item as ShipType] = (selectedPlanet.value.fleet[item as ShipType] || 0) + val
updatePlayerPoints()
}
}
@@ -438,17 +756,17 @@
{ label: '+100', value: 100 },
{ label: '+1K', value: 1000 }
],
getItemName: (item: DefenseType) => DEFENSES.value[item].name,
getValue: (item: DefenseType) => selectedPlanet.value?.defense[item] || 0,
setValue: (item: DefenseType, val: number) => {
getItemName: item => DEFENSES.value[item as DefenseType].name,
getValue: item => selectedPlanet.value?.defense[item as DefenseType] || 0,
setValue: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.defense[item] = val
selectedPlanet.value.defense[item as DefenseType] = val
updatePlayerPoints()
}
},
onButtonClick: (item: DefenseType, val: number) => {
onButtonClick: (item, val) => {
if (selectedPlanet.value) {
selectedPlanet.value.defense[item] = (selectedPlanet.value.defense[item] || 0) + val
selectedPlanet.value.defense[item as DefenseType] = (selectedPlanet.value.defense[item as DefenseType] || 0) + val
updatePlayerPoints()
}
}
@@ -465,27 +783,28 @@
{ label: `30${t('gmView.days')}`, value: 30 },
{ label: `365${t('gmView.days')}`, value: 365 }
],
getItemName: (item: OfficerType) => OFFICERS.value[item].name,
getValue: (item: OfficerType) => officerDays.value[item] || 0,
setValue: (item: OfficerType, val: number) => {
officerDays.value[item] = val
getItemName: item => OFFICERS.value[item as OfficerType].name,
getValue: item => officerDays.value[item as OfficerType] || 0,
setValue: (item, val) => {
officerDays.value[item as OfficerType] = val
},
onButtonClick: (item: OfficerType, days: number) => {
officerDays.value[item] = days
onButtonClick: (item, days) => {
const officerType = item as OfficerType
officerDays.value[officerType] = days
const now = Date.now()
const expiresAt = now + days * 24 * 60 * 60 * 1000
if (!gameStore.player.officers[item]) {
gameStore.player.officers[item] = {
type: item,
if (!gameStore.player.officers[officerType]) {
gameStore.player.officers[officerType] = {
type: officerType,
active: true,
hiredAt: now,
expiresAt: expiresAt
}
} else {
gameStore.player.officers[item].expiresAt = expiresAt
gameStore.player.officers[item].active = true
if (!gameStore.player.officers[item].hiredAt) {
gameStore.player.officers[item].hiredAt = now
gameStore.player.officers[officerType].expiresAt = expiresAt
gameStore.player.officers[officerType].active = true
if (!gameStore.player.officers[officerType].hiredAt) {
gameStore.player.officers[officerType].hiredAt = now
}
}
}
@@ -659,11 +978,13 @@
const maxAllResources = () => {
if (!selectedPlanet.value) return
const maxAmount = 1000000000000000000
selectedPlanet.value.resources.metal = maxAmount
selectedPlanet.value.resources.crystal = maxAmount
selectedPlanet.value.resources.deuterium = maxAmount
selectedPlanet.value.resources.darkMatter = maxAmount
// 计算当前星球的资源存储上限
const capacity = publicLogic.getResourceCapacity(selectedPlanet.value, gameStore.player.officers)
selectedPlanet.value.resources.metal = capacity.metal
selectedPlanet.value.resources.crystal = capacity.crystal
selectedPlanet.value.resources.deuterium = capacity.deuterium
selectedPlanet.value.resources.darkMatter = capacity.darkMatter
toast.success(t('gmView.maxAllResourcesSuccess'))
}