feat: 新增NPC与外交逻辑,优化UI组件结构

重构并精简了部分UI组件,移除冗余弹窗与详情组件,新增NPC相关逻辑(npcBehaviorLogic、npcGrowthLogic、npcStore等)及外交逻辑(diplomaticLogic、DiplomacyView)。完善分页、标签、复选框等通用UI组件。优化战报弹窗,调整README下载链接为相对路径,修复部分国际化内容。
This commit is contained in:
谦君
2025-12-15 08:23:45 +08:00
parent 44580909a3
commit 9b9fda0400
164 changed files with 18628 additions and 2775 deletions

View File

@@ -9,54 +9,44 @@
<Card v-for="techType in Object.values(TechnologyType)" :key="techType" class="relative">
<CardUnlockOverlay :requirements="TECHNOLOGIES[techType].requirements" :currentLevel="getTechLevel(techType)" />
<CardHeader>
<div class="flex justify-between items-start gap-2">
<div class="min-w-0 flex-1">
<div class="mb-2">
<div class="flex flex-col sm:flex-row sm:justify-between sm:items-start gap-2">
<CardTitle
class="text-base sm:text-lg cursor-pointer hover:text-primary transition-colors"
class="text-sm sm:text-base lg:text-lg cursor-pointer hover:text-primary transition-colors underline decoration-dotted underline-offset-4 order-2 sm:order-1"
@click="detailDialog.openTechnology(techType, getTechLevel(techType))"
>
{{ TECHNOLOGIES[techType].name }}
</CardTitle>
<CardDescription class="text-xs sm:text-sm">{{ TECHNOLOGIES[techType].description }}</CardDescription>
<Badge variant="secondary" class="text-xs whitespace-nowrap self-start order-1 sm:order-2">
Lv {{ getTechLevel(techType) }}
</Badge>
</div>
<Badge variant="secondary" class="text-xs whitespace-nowrap flex-shrink-0">Lv {{ getTechLevel(techType) }}</Badge>
</div>
<CardDescription class="text-xs sm:text-sm">{{ TECHNOLOGIES[techType].description }}</CardDescription>
</CardHeader>
<CardContent>
<div class="space-y-2.5 sm:space-y-3">
<div class="text-xs sm:text-sm space-y-1.5 sm:space-y-2">
<p class="text-muted-foreground mb-1 sm:mb-2">{{ t('researchView.researchCost') }}:</p>
<div class="space-y-1 sm:space-y-1.5">
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="metal" size="sm" />
<span class="text-xs">{{ t('resources.metal') }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="getResourceCostColor(planet.resources.metal, getTechnologyCost(techType, getTechLevel(techType) + 1).metal)"
>
{{ formatNumber(getTechnologyCost(techType, getTechLevel(techType) + 1).metal) }}
</span>
</div>
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="crystal" size="sm" />
<span class="text-xs">{{ t('resources.crystal') }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="getResourceCostColor(planet.resources.crystal, getTechnologyCost(techType, getTechLevel(techType) + 1).crystal)"
>
{{ formatNumber(getTechnologyCost(techType, getTechLevel(techType) + 1).crystal) }}
</span>
</div>
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="deuterium" size="sm" />
<span class="text-xs">{{ t('resources.deuterium') }}:</span>
<div
v-for="resourceType in costResourceTypes"
:key="resourceType.key"
v-show="resourceType.key !== 'darkMatter' || getTechnologyCost(techType, getTechLevel(techType) + 1).darkMatter > 0"
class="flex items-center gap-1.5 sm:gap-2"
>
<ResourceIcon :type="resourceType.key" size="sm" />
<span class="text-xs">{{ t(`resources.${resourceType.key}`) }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="
getResourceCostColor(planet.resources.deuterium, getTechnologyCost(techType, getTechLevel(techType) + 1).deuterium)
getResourceCostColor(
planet.resources[resourceType.key],
getTechnologyCost(techType, getTechLevel(techType) + 1)[resourceType.key]
)
"
>
{{ formatNumber(getTechnologyCost(techType, getTechLevel(techType) + 1).deuterium) }}
{{ formatNumber(getTechnologyCost(techType, getTechLevel(techType) + 1)[resourceType.key]) }}
</span>
</div>
</div>
@@ -71,7 +61,19 @@
</div>
<!-- 提示对话框 -->
<AlertDialog ref="alertDialog" />
<AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ alertDialogTitle }}</AlertDialogTitle>
<AlertDialogDescription class="whitespace-pre-line">
{{ alertDialogMessage }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogAction>{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
</div>
</template>
@@ -87,7 +89,15 @@
import { Button } from '@/components/ui/button'
import { Badge } from '@/components/ui/badge'
import ResourceIcon from '@/components/ResourceIcon.vue'
import AlertDialog from '@/components/AlertDialog.vue'
import {
AlertDialog,
AlertDialogAction,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle
} from '@/components/ui/alert-dialog'
import UnlockRequirement from '@/components/UnlockRequirement.vue'
import CardUnlockOverlay from '@/components/CardUnlockOverlay.vue'
import { formatNumber, getResourceCostColor } from '@/utils/format'
@@ -101,7 +111,19 @@
const { TECHNOLOGIES, BUILDINGS } = useGameConfig()
const planet = computed(() => gameStore.currentPlanet)
const player = computed(() => gameStore.player)
const alertDialog = ref<InstanceType<typeof AlertDialog> | null>(null)
// AlertDialog 状态
const alertDialogOpen = ref(false)
const alertDialogTitle = ref('')
const alertDialogMessage = ref('')
// 资源类型配置(用于成本显示)
const costResourceTypes = [
{ key: 'metal' as const },
{ key: 'crystal' as const },
{ key: 'deuterium' as const },
{ key: 'darkMatter' as const }
]
const researchTechnology = (techType: TechnologyType): boolean => {
if (!gameStore.currentPlanet) return false
@@ -117,7 +139,8 @@
gameStore.currentPlanet,
techType,
currentLevel,
gameStore.player.officers
gameStore.player.officers,
gameStore.player.technologies
)
gameStore.player.researchQueue.push(queueItem)
return true
@@ -149,7 +172,11 @@
return t('researchView.maxLevelReached') // "等级已满"
}
if (player.value.researchQueue.length > 0) return t('researchView.research')
// 检查研究队列是否已满
const maxQueue = publicLogic.getMaxResearchQueue(gameStore.player.technologies)
if (player.value.researchQueue.length >= maxQueue) {
return t('researchView.research')
}
// 检查前置条件
if (!checkUpgradeRequirements(techType)) {
@@ -196,19 +223,17 @@
const handleResearch = (techType: TechnologyType) => {
// 检查前置条件
if (!checkUpgradeRequirements(techType)) {
alertDialog.value?.show({
title: t('common.requirementsNotMet'),
message: getRequirementsList(techType)
})
alertDialogTitle.value = t('common.requirementsNotMet')
alertDialogMessage.value = getRequirementsList(techType)
alertDialogOpen.value = true
return
}
const success = researchTechnology(techType)
if (!success) {
alertDialog.value?.show({
title: t('researchView.researchFailed'),
message: t('researchView.researchFailedMessage')
})
alertDialogTitle.value = t('researchView.researchFailed')
alertDialogMessage.value = t('researchView.researchFailedMessage')
alertDialogOpen.value = true
}
}
@@ -229,7 +254,11 @@
return false
}
if (player.value.researchQueue.length > 0) return false
// 检查研究队列是否已满
const maxQueue = publicLogic.getMaxResearchQueue(gameStore.player.technologies)
if (player.value.researchQueue.length >= maxQueue) {
return false
}
const cost = getTechnologyCost(techType, currentLevel + 1)
@@ -237,7 +266,8 @@
publicLogic.checkRequirements(planet.value, gameStore.player.technologies, config.requirements) &&
planet.value.resources.metal >= cost.metal &&
planet.value.resources.crystal >= cost.crystal &&
planet.value.resources.deuterium >= cost.deuterium
planet.value.resources.deuterium >= cost.deuterium &&
planet.value.resources.darkMatter >= cost.darkMatter
)
}