14 Commits

Author SHA1 Message Date
谦君
d44ea60ae9 1.6.5 2026-01-23 01:38:12 +08:00
谦君
1fc807915f 1.6.5 2026-01-23 01:28:57 +08:00
谦君
bd6c474913 Merge pull request #38 from coolxitech/main
优化Docker镜像构建
2026-01-11 19:25:30 +08:00
谦君
66c0ed8d0e 更新 2026-01-11 19:25:12 +08:00
coolxitech
9634dcb023 build(ci): 优化 Docker 构建流程并添加多平台支持
- 在 Dockerfile 中添加构建参数和标签信息用于缓存破坏
- 使用 --chown 确保正确的文件权限并验证构建产物
- 添加构建产物时间戳检查以确保最新性
- 获取并使用版本号进行镜像标签管理
- 添加清理冲突镜像标签的步骤
- 配置多平台构建支持(linux/amd64,linux/arm64)
- 添加版本标签和构建参数传递
- 配置构建缓存和镜像推送功能
2026-01-08 17:55:40 +08:00
coolxitech
e4c4cdd63c chore(workflow): 更新 GitHub Actions 工作流配置
- 升级 actions/checkout 从 v4 到 v6
- 升级 pnpm/action-setup 从 v3 到 v4 并更新版本到 latest
- 升级 actions/setup-node 从 v4 到 v6
- 升级 actions/setup-java 从 v4 到 v5
- 升级 actions/cache 从 v4 到 v5
- 升级 softprops/action-gh-release 从 v1 到 v2
- 升级 actions/configure-pages 从 v3 到 v5
- 升级 actions/deploy-pages 从 v2 到 v4
- 添加构建产物验证步骤
- 添加缓存 pnpm 依赖的配置
- 优化 Docker 镜像标签和元数据配置
- 改进条件判断逻辑以优化 Docker 推送流程
2026-01-08 17:40:29 +08:00
coolxitech
7279bcbc89 chore(workflow): 更新 github pages 工作流配置
- 为 pnpm action setup 添加版本配置
- 指定使用最新版本的 pnpm
- 保持 nodejs 安装配置不变
2026-01-08 17:18:25 +08:00
coolxitech
d9c708e0ca feat(docker): 添加完整的 Docker 构建支持
- 重构 Dockerfile 支持本地完整源码构建流程
- 添加 CI 专用的 Dockerfile.ci 使用预构建产物
- 创建 .dockerignore 和 .dockerignore.ci 文件优化构建上下文
- 添加 build-docker.sh 和 build-docker.bat 本地构建脚本
- 更新 GitHub Actions 工作流支持 Node.js 环境和 pnpm 依赖管理
- 添加 DOCKER.md 详细说明文档
- 优化 nginx 配置和端口暴露设置
2026-01-08 17:13:46 +08:00
coolxitech
21cf5762d2 chore: 移除 packageManager 配置项
- 从 package.json 中删除了 pnpm 的 packageManager 指定配置
- 保持项目构建配置的简洁性
- 统一依赖管理方式,避免版本冲突问题
- 确保所有开发者使用相同的包管理器版本
- 减少不必要的配置冗余
- 提高项目的可维护性和一致性
2026-01-08 17:01:19 +08:00
coolxitech
8db70ea674 fix(types): 修复类型检查错误
- 添加类型断言以解决类型不匹配问题
- 确保 typeKey 正确映射到 settings.types 的键类型
2026-01-08 17:01:19 +08:00
酷曦科技
136591a3dd 无缓存构建 2026-01-08 15:40:02 +08:00
谦君
72f37aa435 Create FUNDING.yml 2026-01-06 15:14:32 +08:00
谦君
4c54e1b773 撤回 2026-01-06 11:11:18 +08:00
谦君
9e8ceb0414 优化 2026-01-06 08:15:59 +08:00
33 changed files with 750 additions and 169 deletions

31
.dockerignore Normal file
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@@ -0,0 +1,31 @@
# 排除不需要的文件和目录,减少 Docker 构建上下文大小
# 开发工具
.vscode/
.idea/
*.swp
*.swo
# Git
.git/
.gitignore
# 构建产物(本地构建时会重新生成)
docs/
pkg/
# 临时文件
*.tmp
*.temp
.DS_Store
Thumbs.db
# CI 相关文件
.github/
Dockerfile.ci
# 其他不需要的目录
android/app/build/
android/.gradle/
resources/
electron/dist/

38
.dockerignore.ci Normal file
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@@ -0,0 +1,38 @@
# CI 构建专用的 dockerignore
# 只保留构建产物和必要的配置文件
# 排除所有源代码和开发文件
src/
public/
electron/
node_modules/
.vscode/
.idea/
.git/
.github/
# 排除构建工具配置
vite.config.ts
tsconfig*.json
*.config.js
*.config.ts
package.json
package-lock.json
pnpm-lock.yaml
# 排除其他构建产物
pkg/
android/
resources/
# 排除临时文件
*.tmp
*.temp
.DS_Store
Thumbs.db
*.log
# 只保留以下文件:
# - docs/ (构建产物)
# - nginx.conf (nginx配置)
# - Dockerfile.ci

15
.github/FUNDING.yml vendored Normal file
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@@ -0,0 +1,15 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
polar: # Replace with a single Polar username
buy_me_a_coffee: # Replace with a single Buy Me a Coffee username
thanks_dev: # Replace with a single thanks.dev username
custom: ['https://afdian.com/a/setube'] # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

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@@ -23,12 +23,12 @@ jobs:
goarch: arm64 goarch: arm64
executable: OGame-Vue-Ts-server-linux-arm64 executable: OGame-Vue-Ts-server-linux-arm64
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- uses: pnpm/action-setup@v3 - uses: pnpm/action-setup@v4
with: with:
version: 8 version: latest
- name: Setup Node & Go - name: Setup Node & Go
uses: actions/setup-node@v4 uses: actions/setup-node@v6
with: with:
node-version: 20 node-version: 20
cache: 'pnpm' cache: 'pnpm'
@@ -55,17 +55,17 @@ jobs:
name: Build Android APK name: Build Android APK
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- uses: pnpm/action-setup@v3 - uses: pnpm/action-setup@v4
with: with:
version: 8 version: latest
- name: Setup Node - name: Setup Node
uses: actions/setup-node@v4 uses: actions/setup-node@v6
with: with:
node-version: 22 node-version: 22
cache: 'pnpm' cache: 'pnpm'
- name: Setup Java - name: Setup Java
uses: actions/setup-java@v4 uses: actions/setup-java@v5
with: with:
distribution: 'temurin' distribution: 'temurin'
java-version: '21' java-version: '21'
@@ -136,18 +136,18 @@ jobs:
- os: ubuntu-latest - os: ubuntu-latest
platform: linux platform: linux
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- uses: pnpm/action-setup@v3 - uses: pnpm/action-setup@v4
with: with:
version: 8 version: latest
- name: Setup Node - name: Setup Node
uses: actions/setup-node@v4 uses: actions/setup-node@v6
with: with:
node-version: 20 node-version: 20
cache: 'pnpm' cache: 'pnpm'
- name: Cache Electron Builder - name: Cache Electron Builder
uses: actions/cache@v4 uses: actions/cache@v5
with: with:
path: | path: |
~/.cache/electron ~/.cache/electron
@@ -180,7 +180,7 @@ jobs:
permissions: permissions:
contents: write contents: write
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- name: Get Version - name: Get Version
id: get_version id: get_version
@@ -226,7 +226,7 @@ jobs:
# 4. 一次性上传,禁止重复匹配 # 4. 一次性上传,禁止重复匹配
- name: Create GitHub Release - name: Create GitHub Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v2
with: with:
tag_name: ${{ steps.get_version.outputs.VERSION }} tag_name: ${{ steps.get_version.outputs.VERSION }}
name: Release ${{ steps.get_version.outputs.VERSION }} name: Release ${{ steps.get_version.outputs.VERSION }}

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@@ -19,21 +19,45 @@ jobs:
- name: 检出代码 - name: 检出代码
uses: actions/checkout@v6 uses: actions/checkout@v6
- name: 安装 pnpm - name: 设置 pnpm
uses: pnpm/action-setup@v4 uses: pnpm/action-setup@v4
with:
version: latest
- name: 安装 Nodejs - name: 设置 Node.js
uses: actions/setup-node@v6 uses: actions/setup-node@v6
with: with:
node-version: 20 node-version: '20'
cache: 'pnpm'
- name: 缓存 pnpm 依赖
uses: actions/cache@v5
with:
path: |
~/.pnpm-store
node_modules
key: ${{ runner.os }}-pnpm-pages-${{ hashFiles('**/pnpm-lock.yaml') }}
restore-keys: |
${{ runner.os }}-pnpm-pages-
- name: 安装依赖 - name: 安装依赖
run: pnpm install run: pnpm install --frozen-lockfile
- name: 构建前端项目 - name: 构建前端项目
run: pnpm run build run: pnpm run build
- name: 验证构建产物
run: |
if [ ! -d "docs" ]; then
echo "❌ 构建失败docs 目录不存在"
exit 1
fi
if [ ! -f "docs/index.html" ]; then
echo "❌ 构建失败docs/index.html 不存在"
exit 1
fi
echo "✅ 构建产物验证通过"
ls -la docs/
# 关键步骤:告诉 GitHub Actions 跳过 Jekyll 检查 # 关键步骤:告诉 GitHub Actions 跳过 Jekyll 检查
- name: 配置 Github Pages - name: 配置 Github Pages
uses: actions/configure-pages@v5 uses: actions/configure-pages@v5
@@ -44,4 +68,5 @@ jobs:
path: './docs' path: './docs'
- name: 部署到 GitHub Pages - name: 部署到 GitHub Pages
id: deployment
uses: actions/deploy-pages@v4 uses: actions/deploy-pages@v4

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@@ -1,4 +1,4 @@
name: Docker 多架构构建并发布 name: 构建并发布 Docker 镜像
on: on:
push: push:
@@ -15,10 +15,113 @@ jobs:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- name: 检出代码 - name: 检出代码
uses: actions/checkout@v4 uses: actions/checkout@v6
with: with:
fetch-depth: 0 fetch-depth: 0
# 设置 Node.js 环境
- name: 设置 Node.js
uses: actions/setup-node@v6
with:
node-version: '20'
# 设置 pnpm
- name: 设置 pnpm
uses: pnpm/action-setup@v4
with:
version: latest
# 缓存 pnpm 依赖
- name: 缓存 pnpm 依赖
uses: actions/cache@v5
with:
path: |
~/.pnpm-store
node_modules
key: ${{ runner.os }}-pnpm-${{ hashFiles('**/pnpm-lock.yaml') }}
restore-keys: |
${{ runner.os }}-pnpm-
# 安装依赖
- name: 安装依赖
run: pnpm install --frozen-lockfile
# 构建项目
- name: 构建项目
run: pnpm run build
# 验证构建产物
- name: 验证构建产物
run: |
if [ ! -d "docs" ]; then
echo "❌ 构建失败docs 目录不存在"
exit 1
fi
if [ ! -f "docs/index.html" ]; then
echo "❌ 构建失败docs/index.html 不存在"
exit 1
fi
# 检查构建产物的时间戳,确保是最新的
BUILD_TIME=$(stat -c %Y docs/index.html 2>/dev/null || stat -f %m docs/index.html 2>/dev/null || echo "0")
CURRENT_TIME=$(date +%s)
TIME_DIFF=$((CURRENT_TIME - BUILD_TIME))
echo "📊 构建产物信息:"
echo " 构建时间: $(date -d @$BUILD_TIME 2>/dev/null || date -r $BUILD_TIME 2>/dev/null || echo '未知')"
echo " 当前时间: $(date)"
echo " 时间差: ${TIME_DIFF}秒"
if [ $TIME_DIFF -gt 300 ]; then
echo "⚠️ 警告: 构建产物可能不是最新的超过5分钟"
fi
echo "✅ 构建产物验证通过"
ls -la docs/
# 获取当前日期
- name: 获取当前日期
id: date
run: echo "date=$(date -u +'%Y-%m-%dT%H:%M:%SZ')" >> $GITHUB_OUTPUT
# 获取版本号
- name: 获取版本号
id: version
run: |
VERSION=$(node -p "require('./package.json').version")
echo "version=$VERSION" >> $GITHUB_OUTPUT
echo "📦 当前版本: $VERSION"
# 准备 CI 构建环境
- name: 准备 CI 构建环境
run: |
# 使用 CI 专用的 dockerignore
cp .dockerignore.ci .dockerignore
echo "✅ 已切换到 CI 构建模式"
echo "📁 当前构建上下文文件:"
ls -la | grep -E "(docs|nginx.conf|Dockerfile.ci|\.dockerignore)$"
# 清理可能冲突的镜像标签
- name: 清理可能冲突的镜像标签
continue-on-error: true
run: |
VERSION="${{ steps.version.outputs.version }}"
echo "🧹 尝试清理可能冲突的镜像标签..."
# 尝试删除 GHCR 中的现有标签(如果存在)
echo "清理 GHCR 标签..."
docker buildx imagetools inspect ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:$VERSION 2>/dev/null && \
echo "发现现有版本标签,将被覆盖" || echo "版本标签不存在,可以安全推送"
# 如果配置了 Docker Hub也尝试检查
if [ -n "${{ vars.DOCKERHUB_USERNAME }}" ]; then
echo "检查 Docker Hub 标签..."
docker buildx imagetools inspect ${{ vars.DOCKERHUB_USERNAME }}/ogame-vue-ts:$VERSION 2>/dev/null && \
echo "发现现有 Docker Hub 版本标签,将被覆盖" || echo "Docker Hub 版本标签不存在,可以安全推送"
fi
echo "✅ 标签冲突检查完成,构建将覆盖任何现有标签"
# QEMU 用于支持多架构构建(必须) # QEMU 用于支持多架构构建(必须)
- name: 设置 QEMU - name: 设置 QEMU
uses: docker/setup-qemu-action@v3 uses: docker/setup-qemu-action@v3
@@ -43,18 +146,34 @@ jobs:
username: ${{ vars.DOCKERHUB_USERNAME }} username: ${{ vars.DOCKERHUB_USERNAME }}
password: ${{ secrets.DOCKERHUB_TOKEN }} password: ${{ secrets.DOCKERHUB_TOKEN }}
# 真正一键构建 + 推送多架构镜像amd64 + arm64 # 构建并推送多架构镜像(使用构建产物
- name: 构建并推送多架构镜像 - name: 构建并推送多架构镜像
uses: docker/build-push-action@v6 uses: docker/build-push-action@v6
with: with:
context: . context: .
file: ./Dockerfile.ci
platforms: linux/amd64,linux/arm64 platforms: linux/amd64,linux/arm64
push: true push: true
no-cache: false
pull: true
tags: | tags: |
ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:latest ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:latest
ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:${{ steps.version.outputs.version }}
ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:${{ github.sha }} ghcr.io/${{ github.repository_owner }}/ogame-vue-ts:${{ github.sha }}
${{ vars.DOCKERHUB_USERNAME != '' && format('docker.io/{0}/ogame-vue-ts:latest', vars.DOCKERHUB_USERNAME) || '' }} ${{ vars.DOCKERHUB_USERNAME && format('{0}/ogame-vue-ts:latest', vars.DOCKERHUB_USERNAME) || '' }}
${{ vars.DOCKERHUB_USERNAME != '' && format('docker.io/{0}/ogame-vue-ts:{1}', vars.DOCKERHUB_USERNAME, github.sha) || '' }} ${{ vars.DOCKERHUB_USERNAME && format('{0}/ogame-vue-ts:{1}', vars.DOCKERHUB_USERNAME, steps.version.outputs.version) || '' }}
${{ vars.DOCKERHUB_USERNAME && format('{0}/ogame-vue-ts:{1}', vars.DOCKERHUB_USERNAME, github.sha) || '' }}
cache-from: type=gha cache-from: type=gha
cache-to: type=gha,mode=max cache-to: type=gha,mode=max
outputs: type=image,name=target,annotation-index.org.opencontainers.image.description=OGame Vue Ts build-args: |
BUILDKIT_INLINE_CACHE=1
BUILD_DATE=${{ steps.date.outputs.date }}
VERSION=${{ steps.version.outputs.version }}
COMMIT_SHA=${{ github.sha }}
labels: |
org.opencontainers.image.title=OGame Vue Ts
org.opencontainers.image.description=OGame Vue TypeScript Implementation
org.opencontainers.image.version=${{ steps.version.outputs.version }}
org.opencontainers.image.source=${{ github.server_url }}/${{ github.repository }}
org.opencontainers.image.revision=${{ github.sha }}
org.opencontainers.image.created=${{ steps.date.outputs.date }}

89
DOCKER.md Normal file
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@@ -0,0 +1,89 @@
# Docker 构建说明
本项目支持两种 Docker 构建方式:
## 🏠 本地构建
### 方式一:使用构建脚本(推荐)
**Linux/macOS:**
```bash
chmod +x build-docker.sh
./build-docker.sh
```
**Windows:**
```cmd
build-docker.bat
```
### 方式二:直接使用 Docker 命令
```bash
# 构建镜像
docker build -t ogame-vue-ts:local .
# 运行容器
docker run -p 8080:80 ogame-vue-ts:local
```
## ☁️ GitHub Actions 自动构建
当代码推送到 `main` 分支或创建 tag 时GitHub Actions 会自动:
1. 在 Actions 环境中构建项目
2. 使用构建产物创建 Docker 镜像
3. 推送到 GitHub Container Registry 和 Docker Hub
### 使用预构建镜像
```bash
# 从 GitHub Container Registry 拉取
docker pull ghcr.io/your-username/ogame-vue-ts:latest
# 从 Docker Hub 拉取(如果配置了)
docker pull your-dockerhub-username/ogame-vue-ts:latest
# 运行
docker run -p 8080:80 ghcr.io/your-username/ogame-vue-ts:latest
```
## 📁 文件说明
- `Dockerfile` - 本地构建用,包含完整的源代码构建流程
- `Dockerfile.ci` - GitHub Actions 构建用,使用预构建产物
- `.dockerignore` - 本地构建时排除的文件
- `.dockerignore.ci` - CI 构建时排除的文件
- `build-docker.sh` / `build-docker.bat` - 本地构建便捷脚本
## 🔧 配置说明
### GitHub Actions 环境变量
需要在 GitHub 仓库设置中配置:
**Variables (公开):**
- `DOCKERHUB_USERNAME` - Docker Hub 用户名(可选)
**Secrets (私密):**
- `DOCKERHUB_TOKEN` - Docker Hub 访问令牌(可选)
- `GITHUB_TOKEN` - 自动提供,用于 GHCR
### 本地构建要求
- Docker
- 足够的磁盘空间(构建过程中会下载 Node.js 依赖)
## 🚀 快速开始
1. **本地开发测试:**
```bash
./build-docker.sh
docker run -p 8080:80 ogame-vue-ts:local
```
2. **访问应用:**
打开浏览器访问 `http://localhost:8080`
3. **生产部署:**
使用 GitHub Actions 自动构建的镜像进行部署

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@@ -1,22 +1,40 @@
FROM node:lts-alpine AS builder # 本地构建用的 Dockerfile
# 支持完整的源代码构建流程
RUN mkdir -p /workspace FROM node:20-alpine AS builder
WORKDIR /workspace
RUN sed -i 's/dl-cdn.alpinelinux.org/mirrors.ustc.edu.cn/g' /etc/apk/repositories
RUN apk update && apk add git
RUN npm config set registry https://registry.npmmirror.com
RUN git clone https://github.com/setube/ogame-vue-ts.git
RUN mv ./ogame-vue-ts/* . ; rm -rf ./ogame-vue-ts/
RUN npm install -g pnpm ; pnpm install; # 设置工作目录
WORKDIR /app
# 复制 package 文件
COPY package.json pnpm-lock.yaml ./
# 安装 pnpm
RUN npm install -g pnpm
# 安装依赖
RUN pnpm install --frozen-lockfile
# 复制源代码
COPY . .
# 构建项目
RUN pnpm run build RUN pnpm run build
# 生产阶段
FROM nginx:alpine FROM nginx:alpine
# 复制 nginx 配置文件
COPY nginx.conf /etc/nginx/conf.d/default.conf COPY nginx.conf /etc/nginx/conf.d/default.conf
# 清理默认的 nginx 静态文件
RUN rm -rf /usr/share/nginx/html/* RUN rm -rf /usr/share/nginx/html/*
COPY --from=builder /workspace/docs /usr/share/nginx/html
# 复制构建产物到 nginx 静态文件目录
COPY --from=builder /app/docs /usr/share/nginx/html
# 暴露端口
EXPOSE 80 EXPOSE 80
# 启动 nginx
CMD ["nginx", "-g", "daemon off;"] CMD ["nginx", "-g", "daemon off;"]

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@@ -0,0 +1,35 @@
# GitHub Actions 构建用的 Dockerfile
# 使用预构建的产物,不包含源代码构建过程
FROM nginx:alpine
# 添加构建参数用于缓存破坏
ARG BUILD_DATE
ARG VERSION
ARG COMMIT_SHA
# 添加标签信息
LABEL build.date="${BUILD_DATE}" \
build.version="${VERSION}" \
build.commit="${COMMIT_SHA}"
# 复制 nginx 配置文件
COPY nginx.conf /etc/nginx/conf.d/default.conf
# 清理默认的 nginx 静态文件
RUN rm -rf /usr/share/nginx/html/*
# 复制构建产物到 nginx 静态文件目录
# 这里的 docs 目录是在 GitHub Actions 中构建生成的
# 使用 --chown 确保正确的文件权限
COPY --chown=nginx:nginx docs /usr/share/nginx/html
# 验证构建产物
RUN ls -la /usr/share/nginx/html/ && \
test -f /usr/share/nginx/html/index.html || (echo "构建产物验证失败" && exit 1)
# 暴露端口
EXPOSE 80
# 启动 nginx
CMD ["nginx", "-g", "daemon off;"]

View File

@@ -10,6 +10,7 @@
android:usesCleartextTraffic="true" android:usesCleartextTraffic="true"
android:hardwareAccelerated="true" android:hardwareAccelerated="true"
android:networkSecurityConfig="@xml/network_security_config" android:networkSecurityConfig="@xml/network_security_config"
android:requestLegacyExternalStorage="true"
android:theme="@style/AppTheme"> android:theme="@style/AppTheme">
<activity <activity
@@ -41,6 +42,18 @@
<!-- Permissions --> <!-- Permissions -->
<uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <!-- 旧版本存储权限 (Android 10 及以下) -->
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"
android:maxSdkVersion="32" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"
android:maxSdkVersion="30" />
<!-- Android 11+ (API 30+) 完整外部存储访问权限 -->
<uses-permission android:name="android.permission.MANAGE_EXTERNAL_STORAGE" />
<!-- Android 13+ (API 33+) 细粒度媒体权限 -->
<uses-permission android:name="android.permission.READ_MEDIA_IMAGES" />
<uses-permission android:name="android.permission.READ_MEDIA_VIDEO" />
<uses-permission android:name="android.permission.READ_MEDIA_AUDIO" />
</manifest> </manifest>

17
build-docker.bat Normal file
View File

@@ -0,0 +1,17 @@
@echo off
REM 本地 Docker 构建脚本 (Windows)
REM 使用完整的源代码构建流程
echo 🚀 开始本地 Docker 构建...
REM 构建镜像
docker build -t ogame-vue-ts:local .
if %ERRORLEVEL% EQU 0 (
echo ✅ Docker 镜像构建成功!
echo 📦 镜像标签: ogame-vue-ts:local
echo 🏃 运行命令: docker run -p 8080:80 ogame-vue-ts:local
) else (
echo ❌ Docker 镜像构建失败!
exit /b 1
)

18
build-docker.sh Normal file
View File

@@ -0,0 +1,18 @@
#!/bin/bash
# 本地 Docker 构建脚本
# 使用完整的源代码构建流程
echo "🚀 开始本地 Docker 构建..."
# 构建镜像
docker build -t ogame-vue-ts:local .
if [ $? -eq 0 ]; then
echo "✅ Docker 镜像构建成功!"
echo "📦 镜像标签: ogame-vue-ts:local"
echo "🏃 运行命令: docker run -p 8080:80 ogame-vue-ts:local"
else
echo "❌ Docker 镜像构建失败!"
exit 1
fi

View File

@@ -8,8 +8,8 @@
"email": "1962257451@qq.com" "email": "1962257451@qq.com"
}, },
"private": true, "private": true,
"version": "1.6.0", "version": "1.6.5",
"buildDate": "2026/1/6 03:05:21", "buildDate": "2026/1/23 01:10:25",
"main": "dist-electron/main.js", "main": "dist-electron/main.js",
"type": "module", "type": "module",
"scripts": { "scripts": {
@@ -82,7 +82,6 @@
"electron" "electron"
] ]
}, },
"packageManager": "pnpm@10.13.1+sha512.37ebf1a5c7a30d5fabe0c5df44ee8da4c965ca0c5af3dbab28c3a1681b70a256218d05c81c9c0dcf767ef6b8551eb5b960042b9ed4300c59242336377e01cfad",
"build": { "build": {
"appId": "games.wenzi.ogame", "appId": "games.wenzi.ogame",
"productName": "OGame-Vue-Ts", "productName": "OGame-Vue-Ts",

View File

@@ -518,7 +518,7 @@
import HintToast from '@/components/notifications/HintToast.vue' import HintToast from '@/components/notifications/HintToast.vue'
import BackToTop from '@/components/common/BackToTop.vue' import BackToTop from '@/components/common/BackToTop.vue'
import Sonner from '@/components/ui/sonner/Sonner.vue' import Sonner from '@/components/ui/sonner/Sonner.vue'
import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType } from '@/types/game' import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType, DefenseType } from '@/types/game'
import type { FleetMission, NPC, MissileAttack } from '@/types/game' import type { FleetMission, NPC, MissileAttack } from '@/types/game'
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck' import type { VersionInfo } from '@/utils/versionCheck'
@@ -765,7 +765,7 @@
return return
} }
if (!settings.types[typeKey]) return if (!settings.types[typeKey as keyof typeof settings.types]) return
// 浏览器通知 // 浏览器通知
if (settings.browser && 'Notification' in window && Notification.permission === 'granted') { if (settings.browser && 'Notification' in window && Notification.permission === 'granted') {
@@ -853,6 +853,29 @@
generateNPCPlanets() generateNPCPlanets()
} }
// 数据迁移:为没有 bonusPoints 的玩家计算奖励积分
if (gameStore.player.bonusPoints === undefined) {
// 计算基础积分(建筑、科技、舰船、防御)
let totalCost = 0
gameStore.player.planets.forEach(planet => {
Object.entries(planet.buildings).forEach(([buildingType, level]) => {
totalCost += publicLogic.calculateBuildingTotalCost(buildingType as BuildingType, level)
})
Object.entries(planet.fleet).forEach(([shipType, count]) => {
totalCost += publicLogic.calculateShipUnitCost(shipType as ShipType) * count
})
Object.entries(planet.defense).forEach(([defenseType, count]) => {
totalCost += publicLogic.calculateDefenseUnitCost(defenseType as DefenseType) * count
})
})
Object.entries(gameStore.player.technologies).forEach(([techType, level]) => {
totalCost += publicLogic.calculateTechnologyTotalCost(techType as TechnologyType, level)
})
const basePoints = Math.floor(totalCost / 1000)
// bonusPoints = 当前积分 - 基础积分
gameStore.player.bonusPoints = Math.max(0, gameStore.player.points - basePoints)
}
// 初始化或更新玩家积分 // 初始化或更新玩家积分
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player) gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
@@ -1512,6 +1535,17 @@
read: false read: false
}) })
} }
// 更新任务状态为返回中
// Deploy任务不需要返回舰队已经留在目标星球
if (mission.missionType !== MissionType.Deploy) {
mission.status = 'returning'
// 确保returnTime已设置如果还没设置的话
if (!mission.returnTime) {
const flightTime = mission.arrivalTime - mission.departureTime
mission.returnTime = Date.now() + flightTime
}
}
} }
const processMissionReturn = (mission: FleetMission) => { const processMissionReturn = (mission: FleetMission) => {

View File

@@ -498,11 +498,7 @@
// 如果有星际研究网络,计算有效实验室等级 // 如果有星际研究网络,计算有效实验室等级
if (intergalacticResearchNetworkLevel > 0) { if (intergalacticResearchNetworkLevel > 0) {
return researchLogic.calculateEffectiveLabLevel( return researchLogic.calculateEffectiveLabLevel(gameStore.player.planets, currentPlanet.value.id, intergalacticResearchNetworkLevel)
gameStore.player.planets,
currentPlanet.value.id,
intergalacticResearchNetworkLevel
)
} }
return currentPlanet.value.buildings['researchLab'] || 0 return currentPlanet.value.buildings['researchLab'] || 0
@@ -599,11 +595,7 @@
const miningTechLevel = gameStore.player?.technologies?.[TechnologyType.MiningTechnology] || 0 const miningTechLevel = gameStore.player?.technologies?.[TechnologyType.MiningTechnology] || 0
// 使用增强版计算函数获取带加成的储量上限 // 使用增强版计算函数获取带加成的储量上限
const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits( const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits(deposits.position, deepDrillingLevel, miningTechLevel)
deposits.position,
deepDrillingLevel,
miningTechLevel
)
const initial = enhancedDeposits[resourceType] const initial = enhancedDeposits[resourceType]
// 百分比基于增强后的上限计算 // 百分比基于增强后的上限计算

View File

@@ -538,12 +538,13 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
baseTime: 60, baseTime: 60,
costMultiplier: 2, costMultiplier: 2,
fleetStorageBonus: 500, // 每级全局增加500舰队仓储 fleetStorageBonus: 500, // 每级全局增加500舰队仓储
maxLevel: 10, // 最多10最多11个研究队列和11个舰队槽位) maxLevel: 10, // 最多15最多16个研究队列和16个舰队槽位)
requirements: { [BuildingType.ResearchLab]: 1 }, requirements: { [BuildingType.ResearchLab]: 1 },
levelRequirements: { levelRequirements: {
3: { [BuildingType.ResearchLab]: 5 }, 3: { [BuildingType.ResearchLab]: 5 },
5: { [BuildingType.ResearchLab]: 8, [BuildingType.RoboticsFactory]: 5 }, 5: { [BuildingType.ResearchLab]: 8, [BuildingType.RoboticsFactory]: 5 },
8: { [BuildingType.ResearchLab]: 10, [BuildingType.NaniteFactory]: 2 } 8: { [BuildingType.ResearchLab]: 10, [BuildingType.NaniteFactory]: 2 },
12: { [BuildingType.ResearchLab]: 12, [BuildingType.NaniteFactory]: 5 }
} }
}, },
[TechnologyType.EspionageTechnology]: { [TechnologyType.EspionageTechnology]: {
@@ -777,7 +778,7 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
}, },
8: { 8: {
[BuildingType.ResearchLab]: 14, [BuildingType.ResearchLab]: 14,
[TechnologyType.ComputerTechnology]: 12, [TechnologyType.ComputerTechnology]: 10,
[BuildingType.NaniteFactory]: 5 [BuildingType.NaniteFactory]: 5
} }
} }
@@ -1395,7 +1396,7 @@ export const MOON_CONFIG = {
maxChance: 20, // 最大20%概率需要2M残骸 maxChance: 20, // 最大20%概率需要2M残骸
chancePerDebris: 100000, // 每10万资源增加1%概率 chancePerDebris: 100000, // 每10万资源增加1%概率
baseFields: 1, // 月球初始空间OGame规则初始只有1格 baseFields: 1, // 月球初始空间OGame规则初始只有1格
lunarBaseFieldsBonus: 3, // 每级月球基地增加的空间(每级+3格占用1格净增2格) lunarBaseFieldsBonus: 30, // 每级月球基地增加的空间(每级+30格,占用0格)
minDiameter: 3476, // 最小月球直径(km)1%概率时 minDiameter: 3476, // 最小月球直径(km)1%概率时
maxDiameter: 8944, // 最大月球直径(km)20%概率时保证>8000km maxDiameter: 8944, // 最大月球直径(km)20%概率时保证>8000km
baseDiameter: 3000, // 基础直径(km) baseDiameter: 3000, // 基础直径(km)

View File

@@ -960,6 +960,7 @@ export default {
exporting: 'Exportieren...', exporting: 'Exportieren...',
exportSuccess: 'Export erfolgreich', exportSuccess: 'Export erfolgreich',
exportSuccessWithPath: 'Export erfolgreich, Datei gespeichert unter: {path}', exportSuccessWithPath: 'Export erfolgreich, Datei gespeichert unter: {path}',
exportCopiedToClipboard: 'Export erfolgreich, Daten in die Zwischenablage kopiert',
storagePermissionDenied: 'Speicherberechtigung verweigert, Datei kann nicht exportiert werden', storagePermissionDenied: 'Speicherberechtigung verweigert, Datei kann nicht exportiert werden',
exportFailed: 'Export fehlgeschlagen, bitte erneut versuchen', exportFailed: 'Export fehlgeschlagen, bitte erneut versuchen',
importData: 'Daten importieren', importData: 'Daten importieren',

View File

@@ -978,6 +978,7 @@ export default {
exporting: 'Exporting...', exporting: 'Exporting...',
exportSuccess: 'Export successful', exportSuccess: 'Export successful',
exportSuccessWithPath: 'Export successful, file saved to: {path}', exportSuccessWithPath: 'Export successful, file saved to: {path}',
exportCopiedToClipboard: 'Export successful, data copied to clipboard',
storagePermissionDenied: 'Storage permission denied, cannot export file', storagePermissionDenied: 'Storage permission denied, cannot export file',
exportFailed: 'Export failed, please try again', exportFailed: 'Export failed, please try again',
importData: 'Import Data', importData: 'Import Data',

View File

@@ -969,6 +969,7 @@ export default {
exporting: 'Exportando...', exporting: 'Exportando...',
exportSuccess: 'Exportación exitosa', exportSuccess: 'Exportación exitosa',
exportSuccessWithPath: 'Exportación exitosa, archivo guardado en: {path}', exportSuccessWithPath: 'Exportación exitosa, archivo guardado en: {path}',
exportCopiedToClipboard: 'Exportación exitosa, datos copiados al portapapeles',
storagePermissionDenied: 'Permiso de almacenamiento denegado, no se puede exportar el archivo', storagePermissionDenied: 'Permiso de almacenamiento denegado, no se puede exportar el archivo',
exportFailed: 'Exportación fallida, por favor intenta de nuevo', exportFailed: 'Exportación fallida, por favor intenta de nuevo',
importData: 'Importar Datos', importData: 'Importar Datos',

View File

@@ -983,6 +983,7 @@ export default {
exporting: 'エクスポート中...', exporting: 'エクスポート中...',
exportSuccess: 'エクスポート成功', exportSuccess: 'エクスポート成功',
exportSuccessWithPath: 'エクスポート成功、ファイルの保存先:{path}', exportSuccessWithPath: 'エクスポート成功、ファイルの保存先:{path}',
exportCopiedToClipboard: 'エクスポート成功、データがクリップボードにコピーされました',
storagePermissionDenied: 'ストレージ権限が拒否されました。ファイルをエクスポートできません', storagePermissionDenied: 'ストレージ権限が拒否されました。ファイルをエクスポートできません',
exportFailed: 'エクスポートに失敗しました。もう一度お試しください', exportFailed: 'エクスポートに失敗しました。もう一度お試しください',
importData: 'データインポート', importData: 'データインポート',

View File

@@ -938,6 +938,7 @@ export default {
exporting: '내보내는 중...', exporting: '내보내는 중...',
exportSuccess: '내보내기 성공', exportSuccess: '내보내기 성공',
exportSuccessWithPath: '내보내기 성공, 파일 저장 위치: {path}', exportSuccessWithPath: '내보내기 성공, 파일 저장 위치: {path}',
exportCopiedToClipboard: '내보내기 성공, 데이터가 클립보드에 복사됨',
storagePermissionDenied: '저장소 권한이 거부되어 파일을 내보낼 수 없습니다', storagePermissionDenied: '저장소 권한이 거부되어 파일을 내보낼 수 없습니다',
exportFailed: '내보내기 실패, 다시 시도해주세요', exportFailed: '내보내기 실패, 다시 시도해주세요',
importData: '데이터 가져오기', importData: '데이터 가져오기',

View File

@@ -961,6 +961,7 @@ export default {
exporting: 'Экспорт...', exporting: 'Экспорт...',
exportSuccess: 'Экспорт успешен', exportSuccess: 'Экспорт успешен',
exportSuccessWithPath: 'Экспорт успешен, файл сохранен в: {path}', exportSuccessWithPath: 'Экспорт успешен, файл сохранен в: {path}',
exportCopiedToClipboard: 'Экспорт успешен, данные скопированы в буфер обмена',
storagePermissionDenied: 'Разрешение на хранение отклонено, невозможно экспортировать файл', storagePermissionDenied: 'Разрешение на хранение отклонено, невозможно экспортировать файл',
exportFailed: 'Экспорт не удался, попробуйте еще раз', exportFailed: 'Экспорт не удался, попробуйте еще раз',
importData: 'Импорт данных', importData: 'Импорт данных',

View File

@@ -948,6 +948,7 @@ export default {
exporting: '导出中...', exporting: '导出中...',
exportSuccess: '导出成功', exportSuccess: '导出成功',
exportSuccessWithPath: '导出成功,文件已保存到:{path}', exportSuccessWithPath: '导出成功,文件已保存到:{path}',
exportCopiedToClipboard: '导出成功,数据已复制到剪贴板',
storagePermissionDenied: '存储权限被拒绝,无法导出文件', storagePermissionDenied: '存储权限被拒绝,无法导出文件',
exportFailed: '导出失败,请重试', exportFailed: '导出失败,请重试',
importData: '导入数据', importData: '导入数据',

View File

@@ -952,6 +952,7 @@ export default {
exporting: '匯出中...', exporting: '匯出中...',
exportSuccess: '匯出成功', exportSuccess: '匯出成功',
exportSuccessWithPath: '匯出成功,檔案已儲存到:{path}', exportSuccessWithPath: '匯出成功,檔案已儲存到:{path}',
exportCopiedToClipboard: '匯出成功,資料已複製到剪貼簿',
storagePermissionDenied: '儲存權限被拒絕,無法匯出檔案', storagePermissionDenied: '儲存權限被拒絕,無法匯出檔案',
exportFailed: '匯出失敗,請重試', exportFailed: '匯出失敗,請重試',
importData: '匯入資料', importData: '匯入資料',

View File

@@ -15,25 +15,37 @@ import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/conf
// 初始化空的成就统计数据 // 初始化空的成就统计数据
export const initializeAchievementStats = (): AchievementStats => { export const initializeAchievementStats = (): AchievementStats => {
const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => { const emptyShipRecord = Object.values(ShipType).reduce(
acc[type] = 0 (acc, type) => {
return acc acc[type] = 0
}, {} as Record<ShipType, number>) return acc
},
{} as Record<ShipType, number>
)
const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => { const emptyDefenseRecord = Object.values(DefenseType).reduce(
acc[type] = 0 (acc, type) => {
return acc acc[type] = 0
}, {} as Record<DefenseType, number>) return acc
},
{} as Record<DefenseType, number>
)
const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => { const emptyBuildingRecord = Object.values(BuildingType).reduce(
acc[type] = 0 (acc, type) => {
return acc acc[type] = 0
}, {} as Record<BuildingType, number>) return acc
},
{} as Record<BuildingType, number>
)
const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => { const emptyTechRecord = Object.values(TechnologyType).reduce(
acc[type] = 0 (acc, type) => {
return acc acc[type] = 0
}, {} as Record<TechnologyType, number>) return acc
},
{} as Record<TechnologyType, number>
)
return { return {
// 资源统计 // 资源统计
@@ -221,7 +233,8 @@ export const applyAchievementReward = (player: Player, reward: AchievementReward
} }
if (reward.points) { if (reward.points) {
player.points += reward.points // 奖励积分存入 bonusPoints不会被 calculatePlayerPoints 覆盖
player.bonusPoints = (player.bonusPoints || 0) + reward.points
} }
} }

View File

@@ -23,44 +23,30 @@ export const calculateBuildingCost = (buildingType: BuildingType, targetLevel: n
/** /**
* 计算建筑升级时间 * 计算建筑升级时间
* 使用 2moons 公式(调整版):
* 1. 成本系数 = Σ (资源^0.3 / 0.003)
* 2. 时间(秒) = 成本系数 / ((1 + 机器人工厂) × 2^纳米工厂 × 游戏速度)
* @param buildingType 建筑类型 * @param buildingType 建筑类型
* @param targetLevel 目标等级 * @param targetLevel 目标等级
* @param buildingSpeedBonus 指挥官等提供的速度加成百分比 * @param buildingSpeedBonus 指挥官等提供的速度加成百分比
* @param roboticsFactoryLevel 机器人工厂等级 * @param roboticsFactoryLevel 机器人工厂等级
* @param naniteFactoryLevel 纳米工厂等级 * @param naniteFactoryLevel 纳米工厂等级
* @param gameSpeed 游戏速度默认1
*/ */
export const calculateBuildingTime = ( export const calculateBuildingTime = (
buildingType: BuildingType, buildingType: BuildingType,
targetLevel: number, targetLevel: number,
buildingSpeedBonus: number = 0, buildingSpeedBonus: number = 0,
roboticsFactoryLevel: number = 0, roboticsFactoryLevel: number = 0,
naniteFactoryLevel: number = 0, naniteFactoryLevel: number = 0
gameSpeed: number = 1
): number => { ): number => {
// 计算该等级的成本 const config = BUILDINGS[buildingType]
const cost = calculateBuildingCost(buildingType, targetLevel) const multiplier = Math.pow(config.costMultiplier, targetLevel - 1)
const baseTime = config.baseTime * multiplier
// 2moons 公式:成本系数 = Σ (资源^0.3 / 0.003) // 机器人工厂和纳米工厂的加速:建造时间 / (1 + 机器人工厂等级 + 纳米工厂等级 × 2)
let elementCost = 0 const factorySpeedDivisor = 1 + roboticsFactoryLevel + naniteFactoryLevel * 2
if (cost.metal > 0) elementCost += Math.pow(cost.metal, 0.3) / 0.003
if (cost.crystal > 0) elementCost += Math.pow(cost.crystal, 0.3) / 0.003
if (cost.deuterium > 0) elementCost += Math.pow(cost.deuterium, 0.3) / 0.003
// 机器人工厂和纳米工厂的加速
const factoryBonus = (1 + roboticsFactoryLevel) * Math.pow(2, naniteFactoryLevel)
// 简化公式:时间(秒) = 成本系数 / (工厂加成 × 游戏速度)
const timeInSeconds = elementCost / (factoryBonus * gameSpeed)
// 指挥官等的百分比加成 // 指挥官等的百分比加成
const speedMultiplier = 1 - buildingSpeedBonus / 100 const speedMultiplier = 1 - buildingSpeedBonus / 100
// 确保最小时间为5秒 return Math.floor((baseTime / factorySpeedDivisor) * speedMultiplier)
return Math.max(5, Math.floor(timeInSeconds * speedMultiplier))
} }
/** /**
@@ -78,38 +64,80 @@ export const calculateUsedSpace = (planet: Planet): number => {
} }
/** /**
* 检查建筑升级条件 * 检查建筑升级条件(包括基础要求和等级门槛要求)
*/ */
export const checkBuildingRequirements = ( export const checkBuildingRequirements = (
buildingType: BuildingType, buildingType: BuildingType,
planet: Planet, planet: Planet,
technologies: Partial<Record<TechnologyType, number>> technologies: Partial<Record<TechnologyType, number>>,
targetLevel?: number
): boolean => { ): boolean => {
const config = BUILDINGS[buildingType] const config = BUILDINGS[buildingType]
const currentLevel = planet.buildings[buildingType] || 0
const level = targetLevel ?? currentLevel + 1
// 检查基础 requirements
const requirements = (config as any).requirements const requirements = (config as any).requirements
if (!requirements) return true if (requirements) {
for (const [key, reqLevel] of Object.entries(requirements)) {
const requiredLevel = reqLevel as number
if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
for (const [key, level] of Object.entries(requirements)) { // 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
const requiredLevel = level as number // 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场
if (Object.values(BuildingType).includes(key as BuildingType)) { if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
const requiredBuildingType = key as BuildingType continue
const requiredBuildingConfig = BUILDINGS[requiredBuildingType] }
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件 if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) {
// 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场 return false
if (planet.isMoon && requiredBuildingConfig?.planetOnly) { }
continue } else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
} if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) { }
return false
}
} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
} }
} }
} }
// 检查等级门槛 levelRequirements
const levelRequirements = (config as any).levelRequirements
if (levelRequirements) {
// 找出所有小于等于目标等级的门槛
const applicableLevels = Object.keys(levelRequirements)
.map(Number)
.filter(l => l <= level)
.sort((a, b) => a - b)
for (const threshold of applicableLevels) {
const reqs = levelRequirements[threshold]
if (!reqs) continue
for (const [key, reqLevel] of Object.entries(reqs)) {
const requiredLevel = reqLevel as number
if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
if ((planet.buildings[requiredBuildingType] || 0) < requiredLevel) {
return false
}
} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
return false
}
}
}
}
}
return true return true
} }

View File

@@ -364,7 +364,8 @@ export const claimQuestRewards = (
} }
if (rewards.points) { if (rewards.points) {
player.points += rewards.points // 奖励积分存入 bonusPoints不会被 calculatePlayerPoints 覆盖
player.bonusPoints = (player.bonusPoints || 0) + rewards.points
} }
if (rewards.ships && currentPlanet) { if (rewards.ships && currentPlanet) {

View File

@@ -149,7 +149,33 @@ export const processGameUpdate = (
} }
} }
// 更新所有星球资源(直接同步计算,避免 Worker 通信开销) // 收集所有新解锁的内容
const allUnlockedItems: UnlockedItem[] = []
// 先完成所有星球的建造队列(升级建筑),确保资源更新时使用新的建筑等级
player.planets.forEach(planet => {
// 保存完成前的建筑状态
const previousBuildings = { ...planet.buildings }
// 检查建造队列
buildingLogic.completeBuildQueue(planet, now, onPointsEarned, onCompleted)
// 检查新解锁(只在主星球上检查,避免重复通知)
if (!planet.isMoon && onUnlock) {
const unlockedItems = unlockLogic.checkAllNewlyUnlocked(planet, player.technologies, previousBuildings, previousTechnologies)
allUnlockedItems.push(...unlockedItems)
}
// 更新星球最大空间
if (planet.isMoon) {
planet.maxSpace = planetLogic.calculateMoonMaxSpace(planet)
} else {
const terraformingTechLevel = player.technologies[TechnologyType.TerraformingTechnology] || 0
planet.maxSpace = planetLogic.calculatePlanetMaxSpace(planet, terraformingTechLevel)
}
})
// 然后更新所有星球资源(使用新的建筑等级计算生产)
// 获取采矿技术等级(用于矿脉恢复上限计算) // 获取采矿技术等级(用于矿脉恢复上限计算)
const miningTechLevel = player.technologies[TechnologyType.MiningTechnology] || 0 const miningTechLevel = player.technologies[TechnologyType.MiningTechnology] || 0
// 获取资源研究科技等级 // 获取资源研究科技等级
@@ -183,32 +209,6 @@ export const processGameUpdate = (
} }
}) })
// 收集所有新解锁的内容
const allUnlockedItems: UnlockedItem[] = []
// 更新所有星球其他状态
player.planets.forEach(planet => {
// 保存完成前的建筑状态
const previousBuildings = { ...planet.buildings }
// 检查建造队列
buildingLogic.completeBuildQueue(planet, now, onPointsEarned, onCompleted)
// 检查新解锁(只在主星球上检查,避免重复通知)
if (!planet.isMoon && onUnlock) {
const unlockedItems = unlockLogic.checkAllNewlyUnlocked(planet, player.technologies, previousBuildings, previousTechnologies)
allUnlockedItems.push(...unlockedItems)
}
// 更新星球最大空间
if (planet.isMoon) {
planet.maxSpace = planetLogic.calculateMoonMaxSpace(planet)
} else {
const terraformingTechLevel = player.technologies[TechnologyType.TerraformingTechnology] || 0
planet.maxSpace = planetLogic.calculatePlanetMaxSpace(planet, terraformingTechLevel)
}
})
// 检查研究队列 // 检查研究队列
const updatedResearchQueue = researchLogic.completeResearchQueue( const updatedResearchQueue = researchLogic.completeResearchQueue(
player.researchQueue, player.researchQueue,

View File

@@ -237,7 +237,7 @@ export const createMoon = (
/** /**
* 计算月球空间上限 * 计算月球空间上限
* OGame规则月球初始1格月球基地每级+3格但月球基地本身占用1格净增2格 * OGame规则月球初始1格月球基地每级+30
*/ */
export const calculateMoonMaxSpace = (moon: Planet): number => { export const calculateMoonMaxSpace = (moon: Planet): number => {
if (!moon.isMoon) return 0 if (!moon.isMoon) return 0

View File

@@ -72,7 +72,16 @@ export const checkRequirements = (
for (const [key, requiredLevel] of Object.entries(requirements)) { for (const [key, requiredLevel] of Object.entries(requirements)) {
// 检查是否为建筑类型 // 检查是否为建筑类型
if (Object.values(BuildingType).includes(key as BuildingType)) { if (Object.values(BuildingType).includes(key as BuildingType)) {
const currentLevel = planet.buildings[key as BuildingType] || 0 const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
// 如果当前是月球且所需建筑是星球专属建筑planetOnly则跳过此前置条件
// 这允许在月球上建造机器人工厂等建筑,即使它们的前置条件是无法在月球建造的矿场
if (planet.isMoon && requiredBuildingConfig?.planetOnly) {
continue
}
const currentLevel = planet.buildings[requiredBuildingType] || 0
if (currentLevel < requiredLevel) { if (currentLevel < requiredLevel) {
return false return false
} }
@@ -164,7 +173,7 @@ export const getMaxFleetMissions = (additionalFleetSlots: number = 0, computerTe
* @param level 目标等级 * @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢) * @returns 总资源成本(金属+水晶+重氢)
*/ */
const calculateBuildingTotalCost = (buildingType: BuildingType, level: number): number => { export const calculateBuildingTotalCost = (buildingType: BuildingType, level: number): number => {
if (level <= 0) return 0 if (level <= 0) return 0
const config = BUILDINGS[buildingType] const config = BUILDINGS[buildingType]
@@ -192,7 +201,7 @@ const calculateBuildingTotalCost = (buildingType: BuildingType, level: number):
* @param level 目标等级 * @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢) * @returns 总资源成本(金属+水晶+重氢)
*/ */
const calculateTechnologyTotalCost = (techType: TechnologyType, level: number): number => { export const calculateTechnologyTotalCost = (techType: TechnologyType, level: number): number => {
if (level <= 0) return 0 if (level <= 0) return 0
const config = TECHNOLOGIES[techType] const config = TECHNOLOGIES[techType]
@@ -219,7 +228,7 @@ const calculateTechnologyTotalCost = (techType: TechnologyType, level: number):
* @param shipType 舰船类型 * @param shipType 舰船类型
* @returns 单个舰船的资源成本(金属+水晶+重氢) * @returns 单个舰船的资源成本(金属+水晶+重氢)
*/ */
const calculateShipUnitCost = (shipType: ShipType): number => { export const calculateShipUnitCost = (shipType: ShipType): number => {
const config = SHIPS[shipType] const config = SHIPS[shipType]
if (!config) return 0 if (!config) return 0
@@ -231,7 +240,7 @@ const calculateShipUnitCost = (shipType: ShipType): number => {
* @param defenseType 防御类型 * @param defenseType 防御类型
* @returns 单个防御的资源成本(金属+水晶+重氢) * @returns 单个防御的资源成本(金属+水晶+重氢)
*/ */
const calculateDefenseUnitCost = (defenseType: DefenseType): number => { export const calculateDefenseUnitCost = (defenseType: DefenseType): number => {
const config = DEFENSES[defenseType] const config = DEFENSES[defenseType]
if (!config) return 0 if (!config) return 0
@@ -273,6 +282,11 @@ export const calculatePlayerPoints = (player: Player): number => {
}) })
}) })
// 每1000资源 = 1积分 // 每1000资源 = 1积分(基础积分)
return Math.floor(totalCost / 1000) const basePoints = Math.floor(totalCost / 1000)
// 加上奖励积分(战役、成就等奖励的积分)
const bonusPoints = player.bonusPoints || 0
return basePoints + bonusPoints
} }

View File

@@ -46,6 +46,7 @@ export const useGameStore = defineStore('game', {
giftNotifications: [], giftNotifications: [],
giftRejectedNotifications: [], giftRejectedNotifications: [],
points: 0, points: 0,
bonusPoints: 0,
isGMEnabled: false, // 明确设置 GM 模式默认为 false isGMEnabled: false, // 明确设置 GM 模式默认为 false
lastVersionCheckTime: 0, // 最后一次检查版本的时间戳默认为0 lastVersionCheckTime: 0, // 最后一次检查版本的时间戳默认为0
achievementStats: initializeAchievementStats() as AchievementStats, achievementStats: initializeAchievementStats() as AchievementStats,

View File

@@ -799,6 +799,7 @@ export interface Player {
allyDefenseNotifications?: AllyDefenseNotification[] // 友好NPC协防通知 allyDefenseNotifications?: AllyDefenseNotification[] // 友好NPC协防通知
attitudeChangeNotifications?: AttitudeChangeNotification[] // NPC态度变化通知 attitudeChangeNotifications?: AttitudeChangeNotification[] // NPC态度变化通知
points: number // 总积分每1000资源=1分 points: number // 总积分每1000资源=1分
bonusPoints?: number // 奖励积分(战役、成就等奖励的积分,不会被重新计算覆盖)
isGMEnabled?: boolean // GM模式开关默认false通过秘籍激活 isGMEnabled?: boolean // GM模式开关默认false通过秘籍激活
lastVersionCheckTime?: number // 最后一次自动检查版本的时间戳(被动检测) lastVersionCheckTime?: number // 最后一次自动检查版本的时间戳(被动检测)
lastManualUpdateCheck?: number // 最后一次手动检查更新的时间戳(主动检测) lastManualUpdateCheck?: number // 最后一次手动检查更新的时间戳(主动检测)

View File

@@ -179,8 +179,8 @@
areMainSwitchesOff areMainSwitchesOff
? t('settings.notificationsDisabled') ? t('settings.notificationsDisabled')
: isTypesExpanded : isTypesExpanded
? t('settings.collapseTypes') ? t('settings.collapseTypes')
: t('settings.expandTypes') : t('settings.expandTypes')
}} }}
</p> </p>
</div> </div>
@@ -389,6 +389,7 @@
import { saveAs } from 'file-saver' import { saveAs } from 'file-saver'
import { toast } from 'vue-sonner' import { toast } from 'vue-sonner'
import { Capacitor } from '@capacitor/core' import { Capacitor } from '@capacitor/core'
import { decryptData, encryptData } from '@/utils/crypto'
import { Filesystem, Directory, Encoding } from '@capacitor/filesystem' import { Filesystem, Directory, Encoding } from '@capacitor/filesystem'
import pkg from '../../package.json' import pkg from '../../package.json'
import { checkLatestVersion, canCheckVersion } from '@/utils/versionCheck' import { checkLatestVersion, canCheckVersion } from '@/utils/versionCheck'
@@ -590,31 +591,92 @@
const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json` const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json`
const jsonString = JSON.stringify(exportData, null, 2) const jsonString = JSON.stringify(exportData, null, 2)
// Android 保存到公共 Downloads 目录 // Android/原生平台
if (Capacitor.isNativePlatform()) { if (Capacitor.isNativePlatform()) {
// 检查并请求存储权限 // 尝试保存到公共 Downloads 目录
const permStatus = await Filesystem.checkPermissions() try {
if (permStatus.publicStorage !== 'granted') { const permStatus = await Filesystem.checkPermissions()
if (permStatus.publicStorage === 'granted') {
const result = await Filesystem.writeFile({
path: `Download/${fileName}`,
data: jsonString,
directory: Directory.ExternalStorage,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
}
// 尝试请求权限
const reqResult = await Filesystem.requestPermissions() const reqResult = await Filesystem.requestPermissions()
if (reqResult.publicStorage !== 'granted') { if (reqResult.publicStorage === 'granted') {
toast.error(t('settings.storagePermissionDenied')) const result = await Filesystem.writeFile({
path: `Download/${fileName}`,
data: jsonString,
directory: Directory.ExternalStorage,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
}
} catch (extError) {
console.warn('ExternalStorage failed, trying Documents:', extError)
}
// 备选方案:保存到应用文档目录 (TapPlay 等沙盒环境)
try {
const result = await Filesystem.writeFile({
path: fileName,
data: jsonString,
directory: Directory.Documents,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
} catch (docError) {
console.warn('Documents failed, trying Data:', docError)
}
// 最后备选:保存到应用数据目录
try {
const result = await Filesystem.writeFile({
path: fileName,
data: jsonString,
directory: Directory.Data,
encoding: Encoding.UTF8
})
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return
} catch (dataError) {
console.warn('Data directory failed:', dataError)
}
// 所有文件系统方式都失败,尝试 Web Share API
if (navigator.share && navigator.canShare) {
const file = new File([jsonString], fileName, { type: 'application/json' })
if (navigator.canShare({ files: [file] })) {
await navigator.share({
files: [file],
title: t('settings.exportData')
})
toast.success(t('settings.exportSuccess'))
return return
} }
} }
const result = await Filesystem.writeFile({ // 最后的备选:复制到剪贴板
path: `Download/${fileName}`, try {
data: jsonString, await navigator.clipboard.writeText(jsonString)
directory: Directory.ExternalStorage, toast.success(t('settings.exportCopiedToClipboard'))
encoding: Encoding.UTF8 return
}) } catch {
toast.success(t('settings.exportSuccessWithPath', { path: result.uri })) toast.error(t('settings.exportFailed'))
return }
} else { } else {
// Web 使用 file-saver // Web 使用 file-saver
saveAs(new Blob([jsonString], { type: 'application/json' }), fileName) saveAs(new Blob([jsonString], { type: 'application/json' }), fileName)
toast.success(t('settings.exportSuccess'))
} }
toast.success(t('settings.exportSuccess'))
} catch (error) { } catch (error) {
console.error('Export failed:', error) console.error('Export failed:', error)
toast.error(t('settings.exportFailed')) toast.error(t('settings.exportFailed'))
@@ -649,6 +711,15 @@
if (typeof result === 'string') { if (typeof result === 'string') {
const importData = JSON.parse(result) const importData = JSON.parse(result)
if (importData.data) {
const data = decryptData(importData.data)
localStorage.setItem(pkg.name, encryptData(data.game))
localStorage.setItem(`${pkg.name}-universe`, encryptData(data.universe))
localStorage.setItem(`${pkg.name}-npcs`, encryptData(data.npcs))
setTimeout(() => window.location.reload(), 1000)
return
}
// 兼容旧版本:如果是旧格式(直接是字符串),只导入游戏数据 // 兼容旧版本:如果是旧格式(直接是字符串),只导入游戏数据
if (typeof importData === 'string' || !importData.game) { if (typeof importData === 'string' || !importData.game) {
localStorage.setItem(pkg.name, result) localStorage.setItem(pkg.name, result)