mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-12 07:55:11 +08:00
feat: 管理员工具支持一键拉满资源与完成队列
新增GM界面一键拉满所有资源和一键完成所有建筑、科技、舰队、防御队列及飞行任务功能。舰队界面支持终止返航/已到达任务,相关多语言文本已补充(含中英文完整,其他语言留空待完善)。
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@@ -303,6 +303,15 @@
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>
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{{ t('fleetView.recallFleet') }}
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</Button>
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<Button
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v-if="mission.status === 'returning' || mission.status === 'arrived'"
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@click="handleAbortMission(mission.id)"
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variant="destructive"
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size="sm"
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class="w-full"
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>
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{{ t('fleetView.abortMission') }}
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</Button>
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</div>
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</CardContent>
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</Card>
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@@ -319,7 +328,8 @@
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</AlertDialogDescription>
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</AlertDialogHeader>
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<AlertDialogFooter>
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<AlertDialogAction>{{ t('common.confirm') }}</AlertDialogAction>
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<AlertDialogCancel v-if="alertDialogCallback">{{ t('common.cancel') }}</AlertDialogCancel>
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<AlertDialogAction @click="handleAlertConfirm">{{ t('common.confirm') }}</AlertDialogAction>
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</AlertDialogFooter>
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</AlertDialogContent>
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</AlertDialog>
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@@ -348,6 +358,7 @@
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import {
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AlertDialog,
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AlertDialogAction,
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AlertDialogCancel,
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AlertDialogContent,
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AlertDialogDescription,
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AlertDialogFooter,
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@@ -377,6 +388,7 @@
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const alertDialogOpen = ref(false)
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const alertDialogTitle = ref('')
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const alertDialogMessage = ref('')
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const alertDialogCallback = ref<(() => void) | null>(null)
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// 当前时间(响应式)
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const currentTime = ref(Date.now())
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@@ -688,10 +700,54 @@
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if (!success) {
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alertDialogTitle.value = t('fleetView.recallFailed')
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alertDialogMessage.value = t('fleetView.recallFailedMessage')
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alertDialogCallback.value = null
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alertDialogOpen.value = true
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}
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}
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// 处理终止任务(返航中)
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const handleAbortMission = (missionId: string) => {
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const mission = gameStore.player.fleetMissions.find(m => m.id === missionId)
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if (!mission) return
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// 计算损失资源总量
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const totalResources = mission.cargo.metal + mission.cargo.crystal + mission.cargo.deuterium + mission.cargo.darkMatter
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// 计算舰队总数
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const totalShips = Object.values(mission.fleet).reduce((sum, count) => sum + count, 0)
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alertDialogTitle.value = t('fleetView.abortMissionTitle')
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alertDialogMessage.value = t('fleetView.abortMissionWarning', {
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ships: totalShips.toString(),
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resources: formatNumber(totalResources)
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})
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alertDialogCallback.value = () => {
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abortMission(missionId)
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}
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alertDialogOpen.value = true
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}
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// 终止任务(不返还任何东西)
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const abortMission = (missionId: string) => {
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const missionIndex = gameStore.player.fleetMissions.findIndex(m => m.id === missionId)
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if (missionIndex > -1) {
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gameStore.player.fleetMissions.splice(missionIndex, 1)
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alertDialogTitle.value = t('fleetView.abortMissionSuccess')
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alertDialogMessage.value = t('fleetView.abortMissionSuccessMessage')
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alertDialogCallback.value = null
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alertDialogOpen.value = true
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}
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}
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// 处理 AlertDialog 确认
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const handleAlertConfirm = () => {
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if (alertDialogCallback.value) {
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alertDialogCallback.value()
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alertDialogCallback.value = null
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}
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alertDialogOpen.value = false
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}
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// 获取任务剩余时间
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const getRemainingTime = (mission: any): number => {
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const now = currentTime.value
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@@ -60,6 +60,11 @@
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<CardDescription>{{ t('gmView.resourcesDesc') }}</CardDescription>
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</CardHeader>
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<CardContent class="space-y-4">
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<!-- 一键拉满按钮 -->
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<Button @click="maxAllResources" variant="outline" class="w-full">
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{{ t('gmView.maxAllResources') }}
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</Button>
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<div v-for="resource in resourceTypes" :key="resource" class="space-y-2">
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<Label>{{ t(`resources.${resource}`) }}</Label>
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<div class="flex gap-2">
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@@ -242,6 +247,17 @@
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</CardContent>
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</Card>
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<!-- 队列管理 -->
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<Card class="border-primary">
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<CardHeader>
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<CardTitle>{{ t('gmView.completeAllQueues') }}</CardTitle>
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<CardDescription>{{ t('gmView.completeAllQueuesDesc') }}</CardDescription>
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</CardHeader>
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<CardContent>
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<Button @click="completeAllQueues" variant="default" class="w-full">{{ t('gmView.completeQueues') }}</Button>
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</CardContent>
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</Card>
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<!-- 危险操作 -->
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<Card class="border-destructive">
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<CardHeader>
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@@ -289,6 +305,7 @@
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<script setup lang="ts">
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import { ref, computed } from 'vue'
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import { useRouter } from 'vue-router'
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import { toast } from 'vue-sonner'
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import { useGameStore } from '@/stores/gameStore'
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import { useNPCStore } from '@/stores/npcStore'
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import { useUniverseStore } from '@/stores/universeStore'
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@@ -592,4 +609,112 @@
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showAlert(t('gmView.npcFleetInitialized', { npcName: selectedNPC.value.name }), t('gmView.npcFleetDetails'))
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}
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// 一键拉满所有资源
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const maxAllResources = () => {
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if (!selectedPlanet.value) return
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const maxAmount = 1000000000 // 10亿
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selectedPlanet.value.resources.metal = maxAmount
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selectedPlanet.value.resources.crystal = maxAmount
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selectedPlanet.value.resources.deuterium = maxAmount
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selectedPlanet.value.resources.darkMatter = maxAmount
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toast.success(t('gmView.maxAllResourcesSuccess'))
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}
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// 一键完成所有队列和任务
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const completeAllQueues = () => {
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const now = Date.now()
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let buildingCount = 0
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let researchCount = 0
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let missionCount = 0
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let missileCount = 0
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// 完成所有星球的建筑队列
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gameStore.player.planets.forEach(planet => {
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planet.buildQueue.forEach(item => {
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if (item.endTime > now) {
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// 根据队列类型完成建筑/拆除/舰船/防御
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if (item.type === 'building') {
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planet.buildings[item.itemType as BuildingType] = item.targetLevel || 0
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} else if (item.type === 'demolish') {
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planet.buildings[item.itemType as BuildingType] = item.targetLevel || 0
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} else if (item.type === 'ship') {
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planet.fleet[item.itemType as ShipType] = (planet.fleet[item.itemType as ShipType] || 0) + (item.quantity || 0)
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} else if (item.type === 'defense') {
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planet.defense[item.itemType as DefenseType] = (planet.defense[item.itemType as DefenseType] || 0) + (item.quantity || 0)
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}
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buildingCount++
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}
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})
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planet.buildQueue = []
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})
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// 完成科技队列
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gameStore.player.researchQueue.forEach(item => {
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if (item.endTime > now && item.type === 'technology') {
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gameStore.player.technologies[item.itemType as TechnologyType] = item.targetLevel || 0
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researchCount++
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}
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})
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gameStore.player.researchQueue = []
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// 完成所有飞行任务(设置到达时间为现在,让游戏逻辑自动处理)
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gameStore.player.fleetMissions.forEach(mission => {
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if (mission.status === 'outbound') {
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// 计算原始飞行时间
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const originalFlightTime = mission.arrivalTime - mission.departureTime
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// 将到达时间设置为现在减1毫秒,确保游戏逻辑能立即检测到
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mission.arrivalTime = now - 1
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// 同时更新返回时间为:现在 + 原始飞行时间 - 1毫秒
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mission.returnTime = now + originalFlightTime - 1
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missionCount++
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} else if (mission.status === 'returning') {
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// 返航中的任务设置返回时间为现在减1毫秒,确保游戏逻辑能立即检测到
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if (mission.returnTime) {
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mission.returnTime = now - 1
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}
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missionCount++
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} else if (mission.status === 'arrived') {
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// 修复卡在 arrived 状态的任务
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// 将状态改为 returning 并设置返回时间为现在
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mission.status = 'returning'
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mission.returnTime = now - 1
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missionCount++
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}
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})
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// 完成所有NPC任务
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npcStore.npcs.forEach(npc => {
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if (npc.fleetMissions) {
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npc.fleetMissions.forEach(mission => {
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if (mission.status === 'outbound') {
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const originalFlightTime = mission.arrivalTime - mission.departureTime
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mission.arrivalTime = now - 1
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mission.returnTime = now + originalFlightTime - 1
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} else if (mission.status === 'returning' && mission.returnTime) {
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mission.returnTime = now - 1
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}
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})
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}
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})
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// 完成所有导弹攻击(设置到达时间为现在,让游戏逻辑自动处理)
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gameStore.player.missileAttacks.forEach(attack => {
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if (attack.status === 'flying') {
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attack.arrivalTime = now - 1
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missileCount++
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}
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})
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toast.success(
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t('gmView.completeQueuesSuccess', {
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buildingCount,
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researchCount,
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missionCount,
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missileCount
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})
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)
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}
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</script>
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