mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-12 07:55:11 +08:00
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31
.dockerignore
Normal file
31
.dockerignore
Normal file
@@ -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
38
.dockerignore.ci
Normal file
@@ -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
15
.github/FUNDING.yml
vendored
Normal file
@@ -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']
|
||||
32
.github/workflows/build.yml
vendored
32
.github/workflows/build.yml
vendored
@@ -23,12 +23,12 @@ jobs:
|
||||
goarch: arm64
|
||||
executable: OGame-Vue-Ts-server-linux-arm64
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: pnpm/action-setup@v3
|
||||
- uses: actions/checkout@v6
|
||||
- uses: pnpm/action-setup@v4
|
||||
with:
|
||||
version: 8
|
||||
version: latest
|
||||
- name: Setup Node & Go
|
||||
uses: actions/setup-node@v4
|
||||
uses: actions/setup-node@v6
|
||||
with:
|
||||
node-version: 20
|
||||
cache: 'pnpm'
|
||||
@@ -55,17 +55,17 @@ jobs:
|
||||
name: Build Android APK
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: pnpm/action-setup@v3
|
||||
- uses: actions/checkout@v6
|
||||
- uses: pnpm/action-setup@v4
|
||||
with:
|
||||
version: 8
|
||||
version: latest
|
||||
- name: Setup Node
|
||||
uses: actions/setup-node@v4
|
||||
uses: actions/setup-node@v6
|
||||
with:
|
||||
node-version: 22
|
||||
cache: 'pnpm'
|
||||
- name: Setup Java
|
||||
uses: actions/setup-java@v4
|
||||
uses: actions/setup-java@v5
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '21'
|
||||
@@ -136,18 +136,18 @@ jobs:
|
||||
- os: ubuntu-latest
|
||||
platform: linux
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: pnpm/action-setup@v3
|
||||
- uses: actions/checkout@v6
|
||||
- uses: pnpm/action-setup@v4
|
||||
with:
|
||||
version: 8
|
||||
version: latest
|
||||
- name: Setup Node
|
||||
uses: actions/setup-node@v4
|
||||
uses: actions/setup-node@v6
|
||||
with:
|
||||
node-version: 20
|
||||
cache: 'pnpm'
|
||||
|
||||
- name: Cache Electron Builder
|
||||
uses: actions/cache@v4
|
||||
uses: actions/cache@v5
|
||||
with:
|
||||
path: |
|
||||
~/.cache/electron
|
||||
@@ -180,7 +180,7 @@ jobs:
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v6
|
||||
|
||||
- name: Get Version
|
||||
id: get_version
|
||||
@@ -226,7 +226,7 @@ jobs:
|
||||
|
||||
# 4. 一次性上传,禁止重复匹配
|
||||
- name: Create GitHub Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
uses: softprops/action-gh-release@v2
|
||||
with:
|
||||
tag_name: ${{ steps.get_version.outputs.VERSION }}
|
||||
name: Release ${{ steps.get_version.outputs.VERSION }}
|
||||
|
||||
35
.github/workflows/github-pages.yml
vendored
35
.github/workflows/github-pages.yml
vendored
@@ -19,21 +19,45 @@ jobs:
|
||||
- name: 检出代码
|
||||
uses: actions/checkout@v6
|
||||
|
||||
- name: 安装 pnpm
|
||||
- name: 设置 pnpm
|
||||
uses: pnpm/action-setup@v4
|
||||
with:
|
||||
version: latest
|
||||
|
||||
- name: 安装 Nodejs
|
||||
- name: 设置 Node.js
|
||||
uses: actions/setup-node@v6
|
||||
with:
|
||||
node-version: 20
|
||||
cache: 'pnpm'
|
||||
node-version: '20'
|
||||
|
||||
- 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
|
||||
run: pnpm install
|
||||
run: pnpm install --frozen-lockfile
|
||||
|
||||
- name: 构建前端项目
|
||||
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
|
||||
- name: 配置 Github Pages
|
||||
uses: actions/configure-pages@v5
|
||||
@@ -44,4 +68,5 @@ jobs:
|
||||
path: './docs'
|
||||
|
||||
- name: 部署到 GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v4
|
||||
|
||||
131
.github/workflows/ogame-vue-ts.yml
vendored
131
.github/workflows/ogame-vue-ts.yml
vendored
@@ -1,4 +1,4 @@
|
||||
name: Docker 多架构构建并发布
|
||||
name: 构建并发布 Docker 镜像
|
||||
|
||||
on:
|
||||
push:
|
||||
@@ -15,10 +15,113 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: 检出代码
|
||||
uses: actions/checkout@v4
|
||||
uses: actions/checkout@v6
|
||||
with:
|
||||
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)
|
||||
- name: 设置 QEMU
|
||||
uses: docker/setup-qemu-action@v3
|
||||
@@ -43,18 +146,34 @@ jobs:
|
||||
username: ${{ vars.DOCKERHUB_USERNAME }}
|
||||
password: ${{ secrets.DOCKERHUB_TOKEN }}
|
||||
|
||||
# 真正一键构建 + 推送多架构镜像(amd64 + arm64)
|
||||
# 构建并推送多架构镜像(使用构建产物)
|
||||
- name: 构建并推送多架构镜像
|
||||
uses: docker/build-push-action@v6
|
||||
with:
|
||||
context: .
|
||||
file: ./Dockerfile.ci
|
||||
platforms: linux/amd64,linux/arm64
|
||||
push: true
|
||||
no-cache: false
|
||||
pull: true
|
||||
tags: |
|
||||
ghcr.io/${{ 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 }}
|
||||
${{ vars.DOCKERHUB_USERNAME != '' && format('docker.io/{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:latest', vars.DOCKERHUB_USERNAME) || '' }}
|
||||
${{ vars.DOCKERHUB_USERNAME && format('{0}/ogame-vue-ts:{1}', vars.DOCKERHUB_USERNAME, steps.version.outputs.version) || '' }}
|
||||
${{ vars.DOCKERHUB_USERNAME && format('{0}/ogame-vue-ts:{1}', vars.DOCKERHUB_USERNAME, github.sha) || '' }}
|
||||
cache-from: type=gha
|
||||
cache-to: type=gha,mode=max
|
||||
outputs: type=image,name=target,annotation-index.org.opencontainers.image.description=OGame Vue Ts
|
||||
build-args: |
|
||||
BUILDKIT_INLINE_CACHE=1
|
||||
BUILD_DATE=${{ 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
89
DOCKER.md
Normal file
@@ -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
|
||||
38
Dockerfile
38
Dockerfile
@@ -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
|
||||
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/
|
||||
FROM node:20-alpine AS builder
|
||||
|
||||
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
|
||||
|
||||
# 生产阶段
|
||||
FROM nginx:alpine
|
||||
|
||||
# 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/*
|
||||
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
|
||||
|
||||
# 启动 nginx
|
||||
CMD ["nginx", "-g", "daemon off;"]
|
||||
35
Dockerfile.ci
Normal file
35
Dockerfile.ci
Normal file
@@ -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;"]
|
||||
@@ -10,6 +10,7 @@
|
||||
android:usesCleartextTraffic="true"
|
||||
android:hardwareAccelerated="true"
|
||||
android:networkSecurityConfig="@xml/network_security_config"
|
||||
android:requestLegacyExternalStorage="true"
|
||||
android:theme="@style/AppTheme">
|
||||
|
||||
<activity
|
||||
@@ -41,6 +42,18 @@
|
||||
<!-- Permissions -->
|
||||
|
||||
<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>
|
||||
17
build-docker.bat
Normal file
17
build-docker.bat
Normal 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
18
build-docker.sh
Normal 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
|
||||
@@ -8,8 +8,8 @@
|
||||
"email": "1962257451@qq.com"
|
||||
},
|
||||
"private": true,
|
||||
"version": "1.6.0",
|
||||
"buildDate": "2026/1/6 03:05:21",
|
||||
"version": "1.6.5",
|
||||
"buildDate": "2026/1/23 01:10:25",
|
||||
"main": "dist-electron/main.js",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
@@ -82,7 +82,6 @@
|
||||
"electron"
|
||||
]
|
||||
},
|
||||
"packageManager": "pnpm@10.13.1+sha512.37ebf1a5c7a30d5fabe0c5df44ee8da4c965ca0c5af3dbab28c3a1681b70a256218d05c81c9c0dcf767ef6b8551eb5b960042b9ed4300c59242336377e01cfad",
|
||||
"build": {
|
||||
"appId": "games.wenzi.ogame",
|
||||
"productName": "OGame-Vue-Ts",
|
||||
|
||||
38
src/App.vue
38
src/App.vue
@@ -518,7 +518,7 @@
|
||||
import HintToast from '@/components/notifications/HintToast.vue'
|
||||
import BackToTop from '@/components/common/BackToTop.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 { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
|
||||
import type { VersionInfo } from '@/utils/versionCheck'
|
||||
@@ -765,7 +765,7 @@
|
||||
return
|
||||
}
|
||||
|
||||
if (!settings.types[typeKey]) return
|
||||
if (!settings.types[typeKey as keyof typeof settings.types]) return
|
||||
|
||||
// 浏览器通知
|
||||
if (settings.browser && 'Notification' in window && Notification.permission === 'granted') {
|
||||
@@ -853,6 +853,29 @@
|
||||
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
|
||||
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
|
||||
|
||||
@@ -1512,6 +1535,17 @@
|
||||
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) => {
|
||||
|
||||
@@ -498,11 +498,7 @@
|
||||
|
||||
// 如果有星际研究网络,计算有效实验室等级
|
||||
if (intergalacticResearchNetworkLevel > 0) {
|
||||
return researchLogic.calculateEffectiveLabLevel(
|
||||
gameStore.player.planets,
|
||||
currentPlanet.value.id,
|
||||
intergalacticResearchNetworkLevel
|
||||
)
|
||||
return researchLogic.calculateEffectiveLabLevel(gameStore.player.planets, currentPlanet.value.id, intergalacticResearchNetworkLevel)
|
||||
}
|
||||
|
||||
return currentPlanet.value.buildings['researchLab'] || 0
|
||||
@@ -599,11 +595,7 @@
|
||||
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
|
||||
const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits(
|
||||
deposits.position,
|
||||
deepDrillingLevel,
|
||||
miningTechLevel
|
||||
)
|
||||
const enhancedDeposits = oreDepositLogic.calculateEnhancedDeposits(deposits.position, deepDrillingLevel, miningTechLevel)
|
||||
const initial = enhancedDeposits[resourceType]
|
||||
|
||||
// 百分比基于增强后的上限计算
|
||||
|
||||
@@ -538,12 +538,13 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
|
||||
baseTime: 60,
|
||||
costMultiplier: 2,
|
||||
fleetStorageBonus: 500, // 每级全局增加500舰队仓储
|
||||
maxLevel: 10, // 最多10级(最多11个研究队列和11个舰队槽位)
|
||||
maxLevel: 10, // 最多15级(最多16个研究队列和16个舰队槽位)
|
||||
requirements: { [BuildingType.ResearchLab]: 1 },
|
||||
levelRequirements: {
|
||||
3: { [BuildingType.ResearchLab]: 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]: {
|
||||
@@ -777,7 +778,7 @@ export const TECHNOLOGIES: Record<TechnologyType, TechnologyConfig> = {
|
||||
},
|
||||
8: {
|
||||
[BuildingType.ResearchLab]: 14,
|
||||
[TechnologyType.ComputerTechnology]: 12,
|
||||
[TechnologyType.ComputerTechnology]: 10,
|
||||
[BuildingType.NaniteFactory]: 5
|
||||
}
|
||||
}
|
||||
@@ -1395,7 +1396,7 @@ export const MOON_CONFIG = {
|
||||
maxChance: 20, // 最大20%概率(需要2M残骸)
|
||||
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)
|
||||
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
|
||||
maxDiameter: 8944, // 最大月球直径(km),20%概率时保证>8000km
|
||||
baseDiameter: 3000, // 基础直径(km)
|
||||
|
||||
@@ -960,6 +960,7 @@ export default {
|
||||
exporting: 'Exportieren...',
|
||||
exportSuccess: 'Export erfolgreich',
|
||||
exportSuccessWithPath: 'Export erfolgreich, Datei gespeichert unter: {path}',
|
||||
exportCopiedToClipboard: 'Export erfolgreich, Daten in die Zwischenablage kopiert',
|
||||
storagePermissionDenied: 'Speicherberechtigung verweigert, Datei kann nicht exportiert werden',
|
||||
exportFailed: 'Export fehlgeschlagen, bitte erneut versuchen',
|
||||
importData: 'Daten importieren',
|
||||
|
||||
@@ -978,6 +978,7 @@ export default {
|
||||
exporting: 'Exporting...',
|
||||
exportSuccess: 'Export successful',
|
||||
exportSuccessWithPath: 'Export successful, file saved to: {path}',
|
||||
exportCopiedToClipboard: 'Export successful, data copied to clipboard',
|
||||
storagePermissionDenied: 'Storage permission denied, cannot export file',
|
||||
exportFailed: 'Export failed, please try again',
|
||||
importData: 'Import Data',
|
||||
|
||||
@@ -969,6 +969,7 @@ export default {
|
||||
exporting: 'Exportando...',
|
||||
exportSuccess: 'Exportación exitosa',
|
||||
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',
|
||||
exportFailed: 'Exportación fallida, por favor intenta de nuevo',
|
||||
importData: 'Importar Datos',
|
||||
|
||||
@@ -983,6 +983,7 @@ export default {
|
||||
exporting: 'エクスポート中...',
|
||||
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}',
|
||||
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',
|
||||
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',
|
||||
|
||||
@@ -938,6 +938,7 @@ export default {
|
||||
exporting: '내보내는 중...',
|
||||
exportSuccess: '내보내기 성공',
|
||||
exportSuccessWithPath: '내보내기 성공, 파일 저장 위치: {path}',
|
||||
exportCopiedToClipboard: '내보내기 성공, 데이터가 클립보드에 복사됨',
|
||||
storagePermissionDenied: '저장소 권한이 거부되어 파일을 내보낼 수 없습니다',
|
||||
exportFailed: '내보내기 실패, 다시 시도해주세요',
|
||||
importData: '데이터 가져오기',
|
||||
|
||||
@@ -961,6 +961,7 @@ export default {
|
||||
exporting: 'Экспорт...',
|
||||
exportSuccess: 'Экспорт успешен',
|
||||
exportSuccessWithPath: 'Экспорт успешен, файл сохранен в: {path}',
|
||||
exportCopiedToClipboard: 'Экспорт успешен, данные скопированы в буфер обмена',
|
||||
storagePermissionDenied: 'Разрешение на хранение отклонено, невозможно экспортировать файл',
|
||||
exportFailed: 'Экспорт не удался, попробуйте еще раз',
|
||||
importData: 'Импорт данных',
|
||||
|
||||
@@ -948,6 +948,7 @@ export default {
|
||||
exporting: '导出中...',
|
||||
exportSuccess: '导出成功',
|
||||
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',
|
||||
exportFailed: '导出失败,请重试',
|
||||
importData: '导入数据',
|
||||
|
||||
@@ -952,6 +952,7 @@ export default {
|
||||
exporting: '匯出中...',
|
||||
exportSuccess: '匯出成功',
|
||||
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',
|
||||
exportFailed: '匯出失敗,請重試',
|
||||
importData: '匯入資料',
|
||||
|
||||
@@ -15,25 +15,37 @@ import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/conf
|
||||
|
||||
// 初始化空的成就统计数据
|
||||
export const initializeAchievementStats = (): AchievementStats => {
|
||||
const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
}, {} as Record<ShipType, number>)
|
||||
const emptyShipRecord = Object.values(ShipType).reduce(
|
||||
(acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
},
|
||||
{} as Record<ShipType, number>
|
||||
)
|
||||
|
||||
const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
}, {} as Record<DefenseType, number>)
|
||||
const emptyDefenseRecord = Object.values(DefenseType).reduce(
|
||||
(acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
},
|
||||
{} as Record<DefenseType, number>
|
||||
)
|
||||
|
||||
const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
}, {} as Record<BuildingType, number>)
|
||||
const emptyBuildingRecord = Object.values(BuildingType).reduce(
|
||||
(acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
},
|
||||
{} as Record<BuildingType, number>
|
||||
)
|
||||
|
||||
const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
}, {} as Record<TechnologyType, number>)
|
||||
const emptyTechRecord = Object.values(TechnologyType).reduce(
|
||||
(acc, type) => {
|
||||
acc[type] = 0
|
||||
return acc
|
||||
},
|
||||
{} as Record<TechnologyType, number>
|
||||
)
|
||||
|
||||
return {
|
||||
// 资源统计
|
||||
@@ -221,7 +233,8 @@ export const applyAchievementReward = (player: Player, reward: AchievementReward
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -23,44 +23,30 @@ export const calculateBuildingCost = (buildingType: BuildingType, targetLevel: n
|
||||
|
||||
/**
|
||||
* 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 targetLevel 目标等级
|
||||
* @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 naniteFactoryLevel 纳米工厂等级
|
||||
* @param gameSpeed 游戏速度(默认1)
|
||||
*/
|
||||
export const calculateBuildingTime = (
|
||||
buildingType: BuildingType,
|
||||
targetLevel: number,
|
||||
buildingSpeedBonus: number = 0,
|
||||
roboticsFactoryLevel: number = 0,
|
||||
naniteFactoryLevel: number = 0,
|
||||
gameSpeed: number = 1
|
||||
naniteFactoryLevel: number = 0
|
||||
): number => {
|
||||
// 计算该等级的成本
|
||||
const cost = calculateBuildingCost(buildingType, targetLevel)
|
||||
const config = BUILDINGS[buildingType]
|
||||
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)
|
||||
let elementCost = 0
|
||||
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)
|
||||
// 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)
|
||||
const factorySpeedDivisor = 1 + roboticsFactoryLevel + naniteFactoryLevel * 2
|
||||
|
||||
// 指挥官等的百分比加成
|
||||
const speedMultiplier = 1 - buildingSpeedBonus / 100
|
||||
|
||||
// 确保最小时间为5秒
|
||||
return Math.max(5, Math.floor(timeInSeconds * speedMultiplier))
|
||||
return Math.floor((baseTime / factorySpeedDivisor) * 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 = (
|
||||
buildingType: BuildingType,
|
||||
planet: Planet,
|
||||
technologies: Partial<Record<TechnologyType, number>>
|
||||
technologies: Partial<Record<TechnologyType, number>>,
|
||||
targetLevel?: number
|
||||
): boolean => {
|
||||
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
|
||||
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)) {
|
||||
const requiredLevel = level 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
|
||||
// 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
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
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
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
@@ -364,7 +364,8 @@ export const claimQuestRewards = (
|
||||
}
|
||||
|
||||
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) {
|
||||
|
||||
@@ -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)
|
||||
const miningTechLevel = player.technologies[TechnologyType.MiningTechnology] || 0
|
||||
// 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
|
||||
const updatedResearchQueue = researchLogic.completeResearchQueue(
|
||||
player.researchQueue,
|
||||
|
||||
@@ -237,7 +237,7 @@ export const createMoon = (
|
||||
|
||||
/**
|
||||
* 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格
|
||||
*/
|
||||
export const calculateMoonMaxSpace = (moon: Planet): number => {
|
||||
if (!moon.isMoon) return 0
|
||||
|
||||
@@ -72,7 +72,16 @@ export const checkRequirements = (
|
||||
for (const [key, requiredLevel] of Object.entries(requirements)) {
|
||||
// 检查是否为建筑类型
|
||||
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) {
|
||||
return false
|
||||
}
|
||||
@@ -164,7 +173,7 @@ export const getMaxFleetMissions = (additionalFleetSlots: number = 0, computerTe
|
||||
* @param level 目标等级
|
||||
* @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
|
||||
|
||||
const config = BUILDINGS[buildingType]
|
||||
@@ -192,7 +201,7 @@ const calculateBuildingTotalCost = (buildingType: BuildingType, level: number):
|
||||
* @param level 目标等级
|
||||
* @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
|
||||
|
||||
const config = TECHNOLOGIES[techType]
|
||||
@@ -219,7 +228,7 @@ const calculateTechnologyTotalCost = (techType: TechnologyType, level: number):
|
||||
* @param shipType 舰船类型
|
||||
* @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]
|
||||
if (!config) return 0
|
||||
|
||||
@@ -231,7 +240,7 @@ const calculateShipUnitCost = (shipType: ShipType): number => {
|
||||
* @param defenseType 防御类型
|
||||
* @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]
|
||||
if (!config) return 0
|
||||
|
||||
@@ -273,6 +282,11 @@ export const calculatePlayerPoints = (player: Player): number => {
|
||||
})
|
||||
})
|
||||
|
||||
// 每1000资源 = 1积分
|
||||
return Math.floor(totalCost / 1000)
|
||||
// 每1000资源 = 1积分(基础积分)
|
||||
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
|
||||
}
|
||||
|
||||
@@ -46,6 +46,7 @@ export const useGameStore = defineStore('game', {
|
||||
giftNotifications: [],
|
||||
giftRejectedNotifications: [],
|
||||
points: 0,
|
||||
bonusPoints: 0,
|
||||
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
|
||||
achievementStats: initializeAchievementStats() as AchievementStats,
|
||||
|
||||
@@ -799,6 +799,7 @@ export interface Player {
|
||||
allyDefenseNotifications?: AllyDefenseNotification[] // 友好NPC协防通知
|
||||
attitudeChangeNotifications?: AttitudeChangeNotification[] // NPC态度变化通知
|
||||
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)
|
||||
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)
|
||||
|
||||
@@ -179,8 +179,8 @@
|
||||
areMainSwitchesOff
|
||||
? t('settings.notificationsDisabled')
|
||||
: isTypesExpanded
|
||||
? t('settings.collapseTypes')
|
||||
: t('settings.expandTypes')
|
||||
? t('settings.collapseTypes')
|
||||
: t('settings.expandTypes')
|
||||
}}
|
||||
</p>
|
||||
</div>
|
||||
@@ -389,6 +389,7 @@
|
||||
import { saveAs } from 'file-saver'
|
||||
import { toast } from 'vue-sonner'
|
||||
import { Capacitor } from '@capacitor/core'
|
||||
import { decryptData, encryptData } from '@/utils/crypto'
|
||||
import { Filesystem, Directory, Encoding } from '@capacitor/filesystem'
|
||||
import pkg from '../../package.json'
|
||||
import { checkLatestVersion, canCheckVersion } from '@/utils/versionCheck'
|
||||
@@ -590,31 +591,92 @@
|
||||
const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json`
|
||||
const jsonString = JSON.stringify(exportData, null, 2)
|
||||
|
||||
// Android 保存到公共 Downloads 目录
|
||||
// Android/原生平台
|
||||
if (Capacitor.isNativePlatform()) {
|
||||
// 检查并请求存储权限
|
||||
const permStatus = await Filesystem.checkPermissions()
|
||||
if (permStatus.publicStorage !== 'granted') {
|
||||
// 尝试保存到公共 Downloads 目录
|
||||
try {
|
||||
const permStatus = await Filesystem.checkPermissions()
|
||||
if (permStatus.publicStorage === 'granted') {
|
||||
const result = await Filesystem.writeFile({
|
||||
path: `Download/${fileName}`,
|
||||
data: jsonString,
|
||||
directory: Directory.ExternalStorage,
|
||||
encoding: Encoding.UTF8
|
||||
})
|
||||
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
|
||||
return
|
||||
}
|
||||
|
||||
// 尝试请求权限
|
||||
const reqResult = await Filesystem.requestPermissions()
|
||||
if (reqResult.publicStorage !== 'granted') {
|
||||
toast.error(t('settings.storagePermissionDenied'))
|
||||
if (reqResult.publicStorage === 'granted') {
|
||||
const result = await Filesystem.writeFile({
|
||||
path: `Download/${fileName}`,
|
||||
data: jsonString,
|
||||
directory: Directory.ExternalStorage,
|
||||
encoding: Encoding.UTF8
|
||||
})
|
||||
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
|
||||
return
|
||||
}
|
||||
} 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
|
||||
}
|
||||
}
|
||||
|
||||
const result = await Filesystem.writeFile({
|
||||
path: `Download/${fileName}`,
|
||||
data: jsonString,
|
||||
directory: Directory.ExternalStorage,
|
||||
encoding: Encoding.UTF8
|
||||
})
|
||||
toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
|
||||
return
|
||||
// 最后的备选:复制到剪贴板
|
||||
try {
|
||||
await navigator.clipboard.writeText(jsonString)
|
||||
toast.success(t('settings.exportCopiedToClipboard'))
|
||||
return
|
||||
} catch {
|
||||
toast.error(t('settings.exportFailed'))
|
||||
}
|
||||
} else {
|
||||
// Web 使用 file-saver
|
||||
saveAs(new Blob([jsonString], { type: 'application/json' }), fileName)
|
||||
toast.success(t('settings.exportSuccess'))
|
||||
}
|
||||
toast.success(t('settings.exportSuccess'))
|
||||
} catch (error) {
|
||||
console.error('Export failed:', error)
|
||||
toast.error(t('settings.exportFailed'))
|
||||
@@ -649,6 +711,15 @@
|
||||
if (typeof result === 'string') {
|
||||
const importData = JSON.parse(result)
|
||||
|
||||
if (importData.data) {
|
||||
const data = decryptData(importData.data)
|
||||
localStorage.setItem(pkg.name, encryptData(data.game))
|
||||
localStorage.setItem(`${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
|
||||
if (typeof importData === 'string' || !importData.game) {
|
||||
localStorage.setItem(pkg.name, result)
|
||||
|
||||
Reference in New Issue
Block a user