mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-11 23:45:11 +08:00
feat: 为 ID 生成添加随机后缀并增强 GM 面板功能
- 为战斗报告、星球、月球、任务通知和舰队任务等 ID 添加随机后缀,避免重复 ID - 在 GM 面板中添加预设管理系统,支持保存和应用建筑、研究、舰船和防御的配置 - 在外交界面添加 NPC 排序功能,支持按声望、星球数量、难度和盟友数量排序 - 修复数据迁移中的重复星球 ID 问题,确保月球与母星关联正确 - 优化 GM 面板的资源最大化功能,基于实际存储容量设置资源 - 为所有支持的语言添加相关翻译文本
This commit is contained in:
@@ -1085,6 +1085,15 @@ 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',
|
||||
adminOnly: 'Nur Admin',
|
||||
selectPlanet: 'Planet auswählen',
|
||||
choosePlanet: 'Einen Planeten auswählen',
|
||||
@@ -1185,6 +1194,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: 'Sortieren',
|
||||
reputation: 'Ruf',
|
||||
planets: 'Planeten',
|
||||
difficulty: 'Schwierigkeit',
|
||||
allies: 'Verbündete'
|
||||
},
|
||||
title: 'Diplomatie',
|
||||
description: 'Verwalte diplomatische Beziehungen mit NPCs',
|
||||
tabs: {
|
||||
|
||||
@@ -1101,6 +1101,15 @@ 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',
|
||||
adminOnly: 'Admin Only',
|
||||
selectPlanet: 'Select Planet',
|
||||
choosePlanet: 'Choose a planet',
|
||||
@@ -1291,6 +1300,13 @@ export default {
|
||||
npcEliminatedMessage: "You destroyed all of {npcName}'s planets! This faction has been completely wiped out."
|
||||
},
|
||||
searchPlaceholder: 'Search NPC name...',
|
||||
sort: {
|
||||
label: 'Sort',
|
||||
reputation: 'Reputation',
|
||||
planets: 'Planets',
|
||||
difficulty: 'Difficulty',
|
||||
allies: 'Allies'
|
||||
},
|
||||
// Notification types
|
||||
notificationType: {
|
||||
tradeOffer: 'Trade Offer',
|
||||
|
||||
@@ -1093,6 +1093,15 @@ 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',
|
||||
adminOnly: 'Solo Administrador',
|
||||
selectPlanet: 'Seleccionar Planeta',
|
||||
choosePlanet: 'Elige un planeta',
|
||||
@@ -1193,6 +1202,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: 'Ordenar',
|
||||
reputation: 'Reputación',
|
||||
planets: 'Planetas',
|
||||
difficulty: 'Dificultad',
|
||||
allies: 'Aliados'
|
||||
},
|
||||
title: 'Diplomacia',
|
||||
description: 'Gestionar relaciones diplomáticas con NPCs',
|
||||
tabs: {
|
||||
|
||||
@@ -1111,6 +1111,15 @@ 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',
|
||||
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 +1219,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: '並び替え',
|
||||
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: {
|
||||
|
||||
@@ -1061,6 +1061,15 @@ 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',
|
||||
adminOnly: '관리자 전용',
|
||||
selectPlanet: '행성 선택',
|
||||
choosePlanet: '행성을 선택하세요',
|
||||
@@ -1160,6 +1169,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: '정렬',
|
||||
reputation: '평판',
|
||||
planets: '행성',
|
||||
difficulty: '난이도',
|
||||
allies: '동맹'
|
||||
},
|
||||
title: '외교',
|
||||
description: 'NPC와의 외교 관계 관리',
|
||||
tabs: {
|
||||
|
||||
@@ -1087,6 +1087,15 @@ 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',
|
||||
adminOnly: 'Только для администратора',
|
||||
selectPlanet: 'Выбрать планету',
|
||||
choosePlanet: 'Выберите планету',
|
||||
@@ -1186,6 +1195,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: 'Сортировка',
|
||||
reputation: 'Репутация',
|
||||
planets: 'Планеты',
|
||||
difficulty: 'Сложность',
|
||||
allies: 'Союзники'
|
||||
},
|
||||
title: 'Дипломатия',
|
||||
description: 'Управление дипломатическими отношениями с NPC',
|
||||
tabs: {
|
||||
|
||||
@@ -1095,6 +1095,15 @@ 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',
|
||||
npcTesting: 'NPC 测试',
|
||||
npcTestingDesc: '测试NPC侦查和攻击行为',
|
||||
selectNPC: '选择NPC',
|
||||
@@ -1259,6 +1268,13 @@ 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',
|
||||
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',
|
||||
|
||||
@@ -1080,6 +1080,15 @@ 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',
|
||||
adminOnly: '僅管理員',
|
||||
selectPlanet: '選擇星球',
|
||||
choosePlanet: '選擇一個星球',
|
||||
@@ -1179,6 +1188,13 @@ export default {
|
||||
}
|
||||
},
|
||||
diplomacy: {
|
||||
sort: {
|
||||
label: '排序',
|
||||
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: {
|
||||
|
||||
@@ -66,7 +66,7 @@ export const simulateBattle = async (
|
||||
|
||||
// 生成战斗报告
|
||||
const battleResult: BattleResult = {
|
||||
id: `battle_${Date.now()}`,
|
||||
id: `battle_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
timestamp: Date.now(),
|
||||
attackerId: '',
|
||||
defenderId: '',
|
||||
|
||||
@@ -515,7 +515,7 @@ export const createQuestNotification = (
|
||||
): QuestNotification => {
|
||||
const quest = getQuestById(questId)
|
||||
return {
|
||||
id: `quest_notification_${Date.now()}`,
|
||||
id: `quest_notification_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
timestamp: Date.now(),
|
||||
questId,
|
||||
questTitleKey: quest?.titleKey || '',
|
||||
|
||||
@@ -61,7 +61,7 @@ export const createFleetMission = (
|
||||
): FleetMission => {
|
||||
const now = Date.now()
|
||||
return {
|
||||
id: `mission_${now}`,
|
||||
id: `mission_${now}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
playerId,
|
||||
originPlanetId,
|
||||
// 深拷贝targetPosition,避免多个任务共享同一个引用
|
||||
@@ -414,7 +414,7 @@ export const processColonizeArrival = (
|
||||
|
||||
// 创建新殖民地
|
||||
const newPlanet: Planet = {
|
||||
id: `planet_${Date.now()}`,
|
||||
id: `planet_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
name: `${colonyNameTemplate} ${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`,
|
||||
ownerId: player.id,
|
||||
position: mission.targetPosition,
|
||||
@@ -564,7 +564,7 @@ export const processSpyArrival = (
|
||||
const wasDetected = Math.random() < detectionChance
|
||||
|
||||
const spyReport: SpyReport = {
|
||||
id: `spy_${Date.now()}`,
|
||||
id: `spy_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
timestamp: Date.now(),
|
||||
spyId: attacker.id,
|
||||
targetPlanetId: targetPlanet.id,
|
||||
|
||||
@@ -79,7 +79,7 @@ export const tryGenerateMoon = (
|
||||
|
||||
// 生成月球
|
||||
const moon: Planet = {
|
||||
id: `moon_${Date.now()}`,
|
||||
id: `moon_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
|
||||
name: `Moon [${planetPosition.galaxy}:${planetPosition.system}:${planetPosition.position}]`,
|
||||
ownerId: playerId,
|
||||
position: planetPosition,
|
||||
|
||||
@@ -173,7 +173,7 @@ export const createMoon = (
|
||||
moonSuffix: string = "'s Moon",
|
||||
diameter?: number
|
||||
): Planet => {
|
||||
const moonId = `moon_${Date.now()}`
|
||||
const moonId = `moon_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`
|
||||
const moon: Planet = {
|
||||
id: moonId,
|
||||
name: `${parentPlanet.name}${moonSuffix}`,
|
||||
|
||||
@@ -100,6 +100,39 @@ export const migrateGameData = (): void => {
|
||||
needsSave = true
|
||||
}
|
||||
|
||||
// 修复重复的星球ID
|
||||
if (oldData.player?.planets && Array.isArray(oldData.player.planets)) {
|
||||
const idCounts = new Map<string, number>()
|
||||
const idMap = new Map<string, string>() // 映射:原始ID + 坐标 -> 新ID
|
||||
|
||||
oldData.player.planets.forEach((planet: Planet) => {
|
||||
const count = idCounts.get(planet.id) || 0
|
||||
if (count > 0) {
|
||||
// 发现重复ID
|
||||
const newId = `${planet.id}_${Math.random().toString(36).substring(2, 9)}`
|
||||
const posKey = `${planet.position.galaxy}:${planet.position.system}:${planet.position.position}`
|
||||
idMap.set(`${planet.id}_${posKey}`, newId)
|
||||
planet.id = newId
|
||||
needsSave = true
|
||||
}
|
||||
idCounts.set(planet.id, count + 1)
|
||||
})
|
||||
|
||||
// 如果有ID被修改,需要更新月球的 parentPlanetId
|
||||
if (idMap.size > 0) {
|
||||
oldData.player.planets.forEach((planet: Planet) => {
|
||||
if (planet.isMoon && planet.parentPlanetId) {
|
||||
const posKey = `${planet.position.galaxy}:${planet.position.system}:${planet.position.position}`
|
||||
const newParentId = idMap.get(`${planet.parentPlanetId}_${posKey}`)
|
||||
if (newParentId) {
|
||||
planet.parentPlanetId = newParentId
|
||||
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)) {
|
||||
|
||||
@@ -181,10 +181,37 @@
|
||||
</ScrollableDialogContent>
|
||||
</Dialog>
|
||||
|
||||
<!-- 搜索框 -->
|
||||
<div class="relative">
|
||||
<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" />
|
||||
<!-- 搜索和排序工具栏 -->
|
||||
<div class="flex flex-col sm:flex-row gap-4">
|
||||
<!-- 搜索框 -->
|
||||
<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' ? 'Ascending' : 'Descending'"
|
||||
>
|
||||
<ArrowUpDown class="h-4 w-4" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 关系状态过滤标签 -->
|
||||
@@ -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 {
|
||||
@@ -403,7 +437,8 @@
|
||||
Swords,
|
||||
Activity,
|
||||
LayoutGrid,
|
||||
List
|
||||
List,
|
||||
ArrowUpDown
|
||||
} from 'lucide-vue-next'
|
||||
import { Empty, EmptyContent, EmptyDescription } from '@/components/ui/empty'
|
||||
|
||||
@@ -435,6 +470,52 @@
|
||||
// 搜索功能
|
||||
const searchQuery = ref('')
|
||||
|
||||
// 排序状态
|
||||
const sortBy = ref('reputation')
|
||||
const sortOrder = ref<'asc' | 'desc'>('desc')
|
||||
|
||||
// 排序函数
|
||||
const sortNpcs = (npcs: typeof npcStore.npcs) => {
|
||||
return [...npcs].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 0
|
||||
}
|
||||
|
||||
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[]>([])
|
||||
@@ -627,30 +708,30 @@
|
||||
}
|
||||
|
||||
// 按关系状态分类NPC(同时应用搜索过滤)
|
||||
const allNpcs = computed(() => npcStore.npcs.filter(matchesSearch))
|
||||
const allNpcs = computed(() => sortNpcs(npcStore.npcs.filter(matchesSearch)))
|
||||
|
||||
const friendlyNpcs = computed(() => {
|
||||
return npcStore.npcs.filter(npc => {
|
||||
return sortNpcs(npcStore.npcs.filter(npc => {
|
||||
if (!matchesSearch(npc)) return false
|
||||
const relation = getRelation(npc.id)
|
||||
return relation?.status === RelationStatus.Friendly
|
||||
})
|
||||
}))
|
||||
})
|
||||
|
||||
const neutralNpcs = computed(() => {
|
||||
return npcStore.npcs.filter(npc => {
|
||||
return sortNpcs(npcStore.npcs.filter(npc => {
|
||||
if (!matchesSearch(npc)) return false
|
||||
const relation = getRelation(npc.id)
|
||||
return !relation || relation.status === RelationStatus.Neutral
|
||||
})
|
||||
}))
|
||||
})
|
||||
|
||||
const hostileNpcs = computed(() => {
|
||||
return npcStore.npcs.filter(npc => {
|
||||
return sortNpcs(npcStore.npcs.filter(npc => {
|
||||
if (!matchesSearch(npc)) return false
|
||||
const relation = getRelation(npc.id)
|
||||
return relation?.status === RelationStatus.Hostile
|
||||
})
|
||||
}))
|
||||
})
|
||||
|
||||
// 分页辅助函数
|
||||
|
||||
@@ -79,6 +79,35 @@
|
||||
|
||||
<!-- 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="section.tabValue !== 'officers'" 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>
|
||||
</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>
|
||||
@@ -263,8 +292,157 @@
|
||||
import { BuildingType, TechnologyType, ShipType, DefenseType, OfficerType } from '@/types/game'
|
||||
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
|
||||
import * as publicLogic from '@/logic/publicLogic'
|
||||
import { calculateMaxFleetStorage } from '@/logic/fleetStorageLogic'
|
||||
import { Home } from 'lucide-vue-next'
|
||||
|
||||
// --- 预设系统 ---
|
||||
interface GMPreset {
|
||||
id: string
|
||||
name: string
|
||||
values: Record<string, number>
|
||||
}
|
||||
|
||||
const getPresets = (type: string): GMPreset[] => {
|
||||
const data = localStorage.getItem(`gm_presets_${type}`)
|
||||
return data ? JSON.parse(data) : []
|
||||
}
|
||||
|
||||
const savePresets = (type: string, presets: GMPreset[]) => {
|
||||
localStorage.setItem(`gm_presets_${type}`, JSON.stringify(presets))
|
||||
}
|
||||
|
||||
const presetNames = ref<Record<string, string>>({
|
||||
buildings: '',
|
||||
research: '',
|
||||
ships: '',
|
||||
defense: ''
|
||||
})
|
||||
|
||||
const selectedPresets = ref<Record<string, string>>({
|
||||
buildings: 'default',
|
||||
research: 'default',
|
||||
ships: 'default',
|
||||
defense: 'default'
|
||||
})
|
||||
|
||||
const customPresets = ref<Record<string, GMPreset[]>>({
|
||||
buildings: getPresets('buildings'),
|
||||
research: getPresets('research'),
|
||||
ships: getPresets('ships'),
|
||||
defense: getPresets('defense')
|
||||
})
|
||||
|
||||
const handleSavePreset = (section: any) => {
|
||||
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)
|
||||
})
|
||||
|
||||
const newPreset: GMPreset = {
|
||||
id: Date.now().toString(),
|
||||
name,
|
||||
values
|
||||
}
|
||||
|
||||
if (customPresets.value[section.tabValue]) {
|
||||
customPresets.value[section.tabValue]!.push(newPreset)
|
||||
savePresets(section.tabValue, customPresets.value[section.tabValue]!)
|
||||
presetNames.value[section.tabValue] = ''
|
||||
selectedPresets.value[section.tabValue] = newPreset.id
|
||||
toast.success(t('gmView.presetSaved') || '预设保存成功')
|
||||
}
|
||||
}
|
||||
|
||||
const handleApplyPreset = (section: any) => {
|
||||
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
|
||||
|
||||
// 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)
|
||||
|
||||
const shipTypes = Object.values(ShipType)
|
||||
// 将总容量平均分配给每种舰船
|
||||
const storagePerShip = maxStorage / shipTypes.length
|
||||
|
||||
shipTypes.forEach(type => {
|
||||
const usage = SHIPS.value[type]?.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(type, 100) // 防止除以0,给予固定值
|
||||
} else {
|
||||
section.setValue(type, Math.floor(storagePerShip / usage))
|
||||
}
|
||||
})
|
||||
} else if (section.tabValue === 'defense') {
|
||||
if (!selectedPlanet.value) return
|
||||
const siloLevel = selectedPlanet.value.buildings[BuildingType.MissileSilo] || 0
|
||||
const missileCapacity = siloLevel * 10
|
||||
const halfCapacity = missileCapacity / 2
|
||||
|
||||
section.items.forEach((item: string) => {
|
||||
if (item === DefenseType.AntiBallisticMissile) {
|
||||
// 反弹道导弹占用1个空间,分配一半容量
|
||||
section.setValue(item, Math.floor(halfCapacity))
|
||||
} else if (item === DefenseType.InterplanetaryMissile) {
|
||||
// 星际导弹占用2个空间,分配一半容量
|
||||
section.setValue(item, Math.floor(halfCapacity))
|
||||
} else {
|
||||
section.setValue(item, 10000)
|
||||
}
|
||||
})
|
||||
}
|
||||
toast.success(t('gmView.presetApplied') || '默认预设应用成功')
|
||||
} else {
|
||||
if (customPresets.value[section.tabValue]) {
|
||||
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()
|
||||
const npcStore = useNPCStore()
|
||||
@@ -281,7 +459,8 @@
|
||||
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')
|
||||
@@ -659,11 +838,13 @@
|
||||
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'))
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user