27 Commits
v1.6.0 ... main

Author SHA1 Message Date
谦君
80071ef0f6 Merge pull request #53 from CN-WenYu/main
feat: 为 ID 生成添加随机后缀并增强 GM 面板功能
2026-04-02 16:39:20 +08:00
wenyu
d8dd4e7317 refactor: 统一使用 generateId 函数生成唯一标识符
- 在 GMView、FleetView 中替换 Date.now() 生成 ID 的方式
- 在 DiplomacyView 中优化排序函数,避免重复过滤与排序
2026-03-18 21:04:11 +08:00
wenyu
15eccd8f0d refactor: 简化生成 ID 函数并改进类型安全
- 移除 generateId 函数的 timestamp 参数,改为在函数内部获取当前时间戳
- 在 DiplomacyView 中为 NPC 排序添加类型定义和 exhaustive 检查
- 在 GMView 中为预设管理添加更精确的类型映射
- 重构 migration 工具函数,提取辅助函数并改进类型定义
2026-03-18 20:47:14 +08:00
wenyu
d4f55f6916 docs: 更新修复重复星球 ID 的注释以澄清逻辑
更新 fixDuplicatePlanetIds 函数中的注释,明确说明 buildDuplicatePlanetIdMap 已在上一步修复重复 ID,当前函数仅通过检查 idMap 是否非空来判断迁移是否发生实际修改。
2026-03-18 20:30:51 +08:00
wenyu
2cfa275c7a fix: 修复重复星球 ID 并优化 NPC 列表排序性能
修复玩家星球重复 ID 问题,通过构建映射关系更新相关引用(舰队任务、间谍报告等),避免数据指向错误目标。同时优化外交界面 NPC 列表计算,避免重复排序操作提升性能,并添加空列表检查防止除零错误。
2026-03-18 20:26:06 +08:00
wenyu
b1cf0acaae refactor(logic): 将导弹相关逻辑从 shipLogic 移动到 missileLogic
重构代码结构,将与导弹容量计算和验证相关的函数从 shipLogic 模块提取到新创建的 missileLogic 模块,以提高代码的模块化和可维护性。同时更新所有相关导入路径以引用新的模块。
2026-03-18 19:41:48 +08:00
wenyu
8f29a63756 refactor(视图): 提取导弹发射井容量计算逻辑
将导弹发射井容量计算从 GMView.vue 中提取到专用逻辑模块
简化防御设置中的导弹数量分配逻辑,统一使用提取的函数
2026-03-18 19:37:18 +08:00
wenyu
a8ab2b0f1a feat(本地化与工具): 为排序功能添加升序/降序翻译并统一 ID 生成
- 为所有支持的语言添加排序功能的 "ascending" 和 "descending" 翻译
- 创建统一的 ID 生成工具函数 generateId,用于生成带前缀的业务 ID
- 重构多个逻辑模块(battleLogic、moonLogic 等)使用新的 ID 生成函数
- 改进 GM 视图的类型安全,添加预设数据验证和类型保护
2026-03-18 19:29:08 +08:00
wenyu
28c3da2582 feat(GMView): 添加预设管理功能,支持删除和覆盖确认
- 为所有语言文件添加删除预设、确认覆盖等翻译键
- 在预设选择器旁添加删除按钮,允许删除自定义预设
- 保存同名预设时弹出确认对话框,防止意外覆盖
- 禁止删除默认预设,并提供相应的错误提示
2026-03-18 18:47:22 +08:00
wenyu
b0a7b5ce90 refactor(migration): 简化父行星 ID 的映射更新逻辑
- 移除冗余的 idMap.has 检查,直接使用 idMap.get 获取新 ID
2026-03-18 18:30:54 +08:00
wenyu
bd46c24824 fix: 修复保存预设时未初始化数组和重复星球 ID 迁移逻辑
修复 GM 视图中保存自定义预设时,当对应标签页的预设数组未初始化导致的保存失败问题。同时改进迁移工具中重复星球 ID 的处理逻辑,确保正确分组并更新关联的月球数据。
2026-03-18 18:03:38 +08:00
wenyu
8e49998205 feat: 为 ID 生成添加随机后缀并增强 GM 面板功能
- 为战斗报告、星球、月球、任务通知和舰队任务等 ID 添加随机后缀,避免重复 ID
- 在 GM 面板中添加预设管理系统,支持保存和应用建筑、研究、舰船和防御的配置
- 在外交界面添加 NPC 排序功能,支持按声望、星球数量、难度和盟友数量排序
- 修复数据迁移中的重复星球 ID 问题,确保月球与母星关联正确
- 优化 GM 面板的资源最大化功能,基于实际存储容量设置资源
- 为所有支持的语言添加相关翻译文本
2026-03-18 17:59:00 +08:00
谦君
703563c9b2 1.6.5 2026-01-23 02:24:34 +08:00
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
46 changed files with 2088 additions and 323 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 }}

View File

@@ -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

View File

@@ -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
View 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

View File

@@ -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;"]

35
Dockerfile.ci Normal file
View 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;"]

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>

View File

@@ -8,9 +8,12 @@ import android.os.Bundle;
import android.view.View; import android.view.View;
import android.view.Window; import android.view.Window;
import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateDecelerateInterpolator;
import android.webkit.ValueCallback;
import android.webkit.WebChromeClient; import android.webkit.WebChromeClient;
import android.webkit.WebSettings; import android.webkit.WebSettings;
import android.webkit.WebView; import android.webkit.WebView;
import android.net.Uri;
import android.content.Intent;
import androidx.core.splashscreen.SplashScreen; import androidx.core.splashscreen.SplashScreen;
import androidx.core.view.WindowCompat; import androidx.core.view.WindowCompat;
import androidx.core.view.WindowInsetsControllerCompat; import androidx.core.view.WindowInsetsControllerCompat;
@@ -18,6 +21,8 @@ import com.getcapacitor.BridgeActivity;
public class MainActivity extends BridgeActivity { public class MainActivity extends BridgeActivity {
private boolean isWebViewReady = false; private boolean isWebViewReady = false;
private static final int FILE_CHOOSER_REQUEST_CODE = 1001;
private ValueCallback<Uri[]> filePathCallback;
@Override @Override
protected void onCreate(Bundle savedInstanceState) { protected void onCreate(Bundle savedInstanceState) {
@@ -94,7 +99,50 @@ public class MainActivity extends BridgeActivity {
isWebViewReady = true; isWebViewReady = true;
} }
} }
@Override
public boolean onShowFileChooser(WebView webView, ValueCallback<Uri[]> filePathCallback,
FileChooserParams fileChooserParams) {
// 清理之前的回调
if (MainActivity.this.filePathCallback != null) {
MainActivity.this.filePathCallback.onReceiveValue(null);
}
MainActivity.this.filePathCallback = filePathCallback;
// 创建文件选择器 Intent
Intent intent = fileChooserParams.createIntent();
try {
startActivityForResult(intent, FILE_CHOOSER_REQUEST_CODE);
} catch (android.content.ActivityNotFoundException e) {
MainActivity.this.filePathCallback = null;
return false;
}
return true;
}
}); });
} }
} }
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (requestCode == FILE_CHOOSER_REQUEST_CODE) {
if (filePathCallback == null) {
return;
}
Uri[] results = null;
if (resultCode == RESULT_OK && data != null) {
String dataString = data.getDataString();
if (dataString != null) {
results = new Uri[]{Uri.parse(dataString)};
}
}
filePathCallback.onReceiveValue(results);
filePathCallback = null;
}
}
} }

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 02:22:24",
"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',
@@ -1084,6 +1085,20 @@ export default {
}, },
gmView: { gmView: {
title: 'GM-Kontrollpanel', title: 'GM-Kontrollpanel',
presets: 'Vorlagen',
choosePreset: 'Vorlage wählen',
defaultPreset: 'Standardvorlage',
applyPreset: 'Vorlage anwenden',
savePreset: 'Vorlage speichern',
presetName: 'Vorlagenname',
presetNameRequired: 'Bitte geben Sie einen Namen ein',
presetSaved: 'Vorlage gespeichert',
presetApplied: 'Vorlage angewendet',
deletePreset: 'Vorlage löschen',
presetDeleted: 'Vorlage gelöscht',
confirmOverwriteTitle: 'Vorlage existiert bereits',
confirmOverwriteMessage: 'Eine Vorlage mit dem Namen "{name}" existiert bereits. Überschreiben?',
cannotDeleteDefault: 'Standardvorlage kann nicht gelöscht werden',
adminOnly: 'Nur Admin', adminOnly: 'Nur Admin',
selectPlanet: 'Planet auswählen', selectPlanet: 'Planet auswählen',
choosePlanet: 'Einen Planeten auswählen', choosePlanet: 'Einen Planeten auswählen',
@@ -1184,6 +1199,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: 'Sortieren',
ascending: 'Aufsteigend',
descending: 'Absteigend',
reputation: 'Ruf',
planets: 'Planeten',
difficulty: 'Schwierigkeit',
allies: 'Verbündete'
},
title: 'Diplomatie', title: 'Diplomatie',
description: 'Verwalte diplomatische Beziehungen mit NPCs', description: 'Verwalte diplomatische Beziehungen mit NPCs',
tabs: { tabs: {

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',
@@ -1100,6 +1101,20 @@ export default {
}, },
gmView: { gmView: {
title: 'GM Control Panel', title: 'GM Control Panel',
presets: 'Presets',
choosePreset: 'Choose Preset',
defaultPreset: 'Default Preset',
applyPreset: 'Apply Preset',
savePreset: 'Save Preset',
presetName: 'Preset Name',
presetNameRequired: 'Please enter a preset name',
presetSaved: 'Preset saved',
presetApplied: 'Preset applied',
deletePreset: 'Delete Preset',
presetDeleted: 'Preset deleted',
confirmOverwriteTitle: 'Preset Already Exists',
confirmOverwriteMessage: 'Preset with name "{name}" already exists. Overwrite?',
cannotDeleteDefault: 'Cannot delete default preset',
adminOnly: 'Admin Only', adminOnly: 'Admin Only',
selectPlanet: 'Select Planet', selectPlanet: 'Select Planet',
choosePlanet: 'Choose a planet', choosePlanet: 'Choose a planet',
@@ -1290,6 +1305,15 @@ export default {
npcEliminatedMessage: "You destroyed all of {npcName}'s planets! This faction has been completely wiped out." npcEliminatedMessage: "You destroyed all of {npcName}'s planets! This faction has been completely wiped out."
}, },
searchPlaceholder: 'Search NPC name...', searchPlaceholder: 'Search NPC name...',
sort: {
label: 'Sort',
ascending: 'Ascending',
descending: 'Descending',
reputation: 'Reputation',
planets: 'Planets',
difficulty: 'Difficulty',
allies: 'Allies'
},
// Notification types // Notification types
notificationType: { notificationType: {
tradeOffer: 'Trade Offer', tradeOffer: 'Trade Offer',

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',
@@ -1092,6 +1093,20 @@ export default {
}, },
gmView: { gmView: {
title: 'Panel de Control GM', title: 'Panel de Control GM',
presets: 'Preajustes',
choosePreset: 'Elegir preajuste',
defaultPreset: 'Preajuste predeterminado',
applyPreset: 'Aplicar preajuste',
savePreset: 'Guardar preajuste',
presetName: 'Nombre del preajuste',
presetNameRequired: 'Ingrese el nombre del preajuste',
presetSaved: 'Preajuste guardado',
presetApplied: 'Preajuste aplicado',
deletePreset: 'Eliminar preajuste',
presetDeleted: 'Preajuste eliminado',
confirmOverwriteTitle: 'El preajuste ya existe',
confirmOverwriteMessage: 'El preajuste con el nombre "{name}" ya existe. ¿Sobrescribir?',
cannotDeleteDefault: 'No se puede eliminar el preajuste predeterminado',
adminOnly: 'Solo Administrador', adminOnly: 'Solo Administrador',
selectPlanet: 'Seleccionar Planeta', selectPlanet: 'Seleccionar Planeta',
choosePlanet: 'Elige un planeta', choosePlanet: 'Elige un planeta',
@@ -1192,6 +1207,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: 'Ordenar',
ascending: 'Ascendente',
descending: 'Descendente',
reputation: 'Reputación',
planets: 'Planetas',
difficulty: 'Dificultad',
allies: 'Aliados'
},
title: 'Diplomacia', title: 'Diplomacia',
description: 'Gestionar relaciones diplomáticas con NPCs', description: 'Gestionar relaciones diplomáticas con NPCs',
tabs: { tabs: {

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',
@@ -1110,6 +1111,20 @@ export default {
}, },
gmView: { gmView: {
title: 'GMコントロールパネル', title: 'GMコントロールパネル',
presets: 'プリセット',
choosePreset: 'プリセット選択',
defaultPreset: 'デフォルト',
applyPreset: '適用',
savePreset: '保存',
presetName: 'プリセット名',
presetNameRequired: 'プリセット名を入力してください',
presetSaved: '保存しました',
presetApplied: '適用しました',
deletePreset: 'プリセット削除',
presetDeleted: 'プリセットを削除しました',
confirmOverwriteTitle: 'プリセットは既に存在します',
confirmOverwriteMessage: 'プリセット名 "{name}" は既に存在します。上書きしますか?',
cannotDeleteDefault: 'デフォルトプリセットは削除できません',
adminOnly: '管理者専用', adminOnly: '管理者専用',
selectPlanet: '惑星を選択', selectPlanet: '惑星を選択',
choosePlanet: '惑星を選択してください', choosePlanet: '惑星を選択してください',
@@ -1209,6 +1224,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: '並び替え',
ascending: '昇順',
descending: '降順',
reputation: '評判',
planets: '惑星',
difficulty: '難易度',
allies: '同盟'
},
title: '外交', title: '外交',
description: 'NPCとの外交関係を管理', description: 'NPCとの外交関係を管理',
tabs: { tabs: {

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',
@@ -1060,6 +1061,20 @@ export default {
}, },
gmView: { gmView: {
title: 'GM 제어판', title: 'GM 제어판',
presets: '프리셋',
choosePreset: '프리셋 선택',
defaultPreset: '기본 프리셋',
applyPreset: '프리셋 적용',
savePreset: '프리셋 저장',
presetName: '프리셋 이름',
presetNameRequired: '프리셋 이름을 입력하세요',
presetSaved: '프리셋 저장됨',
presetApplied: '프리셋 적용됨',
deletePreset: '프리셋 삭제',
presetDeleted: '프리셋 삭제됨',
confirmOverwriteTitle: '프리셋이 이미 존재함',
confirmOverwriteMessage: '"{name}" 이름의 프리셋이 이미 존재합니다. 덮어쓰시겠습니까?',
cannotDeleteDefault: '기본 프리셋은 삭제할 수 없습니다',
adminOnly: '관리자 전용', adminOnly: '관리자 전용',
selectPlanet: '행성 선택', selectPlanet: '행성 선택',
choosePlanet: '행성을 선택하세요', choosePlanet: '행성을 선택하세요',
@@ -1159,6 +1174,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: '정렬',
ascending: '오름차순',
descending: '내림차순',
reputation: '평판',
planets: '행성',
difficulty: '난이도',
allies: '동맹'
},
title: '외교', title: '외교',
description: 'NPC와의 외교 관계 관리', description: 'NPC와의 외교 관계 관리',
tabs: { tabs: {

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',
@@ -1086,6 +1087,20 @@ export default {
}, },
gmView: { gmView: {
title: 'Панель управления GM', title: 'Панель управления GM',
presets: 'Предустановки',
choosePreset: 'Выбрать предустановку',
defaultPreset: 'Стандартная',
applyPreset: 'Применить',
savePreset: 'Сохранить',
presetName: 'Название',
presetNameRequired: 'Введите название',
presetSaved: 'Сохранено',
presetApplied: 'Применено',
deletePreset: 'Удалить',
presetDeleted: 'Удалено',
confirmOverwriteTitle: 'Уже существует',
confirmOverwriteMessage: 'Предустановка с именем "{name}" уже существует. Перезаписать?',
cannotDeleteDefault: 'Нельзя удалить стандартную предустановку',
adminOnly: 'Только для администратора', adminOnly: 'Только для администратора',
selectPlanet: 'Выбрать планету', selectPlanet: 'Выбрать планету',
choosePlanet: 'Выберите планету', choosePlanet: 'Выберите планету',
@@ -1185,6 +1200,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: 'Сортировка',
ascending: 'По возрастанию',
descending: 'По убыванию',
reputation: 'Репутация',
planets: 'Планеты',
difficulty: 'Сложность',
allies: 'Союзники'
},
title: 'Дипломатия', title: 'Дипломатия',
description: 'Управление дипломатическими отношениями с NPC', description: 'Управление дипломатическими отношениями с NPC',
tabs: { tabs: {

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',
@@ -1094,6 +1095,20 @@ export default {
modifyOfficers: '修改军官', modifyOfficers: '修改军官',
officersDesc: '快速设置军官到期时间', officersDesc: '快速设置军官到期时间',
days: '天', days: '天',
presets: '预设',
choosePreset: '选择预设',
defaultPreset: '默认预设',
applyPreset: '应用预设',
presetName: '预设名称',
savePreset: '保存预设',
presetNameRequired: '请输入预设名称',
presetSaved: '预设保存成功',
presetApplied: '预设应用成功',
deletePreset: '删除预设',
presetDeleted: '预设已删除',
confirmOverwriteTitle: '预设已存在',
confirmOverwriteMessage: '名为 "{name}" 的预设已存在,是否覆盖?',
cannotDeleteDefault: '无法删除默认预设',
npcTesting: 'NPC 测试', npcTesting: 'NPC 测试',
npcTestingDesc: '测试NPC侦查和攻击行为', npcTestingDesc: '测试NPC侦查和攻击行为',
selectNPC: '选择NPC', selectNPC: '选择NPC',
@@ -1258,6 +1273,15 @@ export default {
npcEliminatedMessage: '你消灭了{npcName}的所有星球!该势力已被彻底摧毁。' npcEliminatedMessage: '你消灭了{npcName}的所有星球!该势力已被彻底摧毁。'
}, },
searchPlaceholder: '搜索NPC名称...', searchPlaceholder: '搜索NPC名称...',
sort: {
label: '排序',
ascending: '升序',
descending: '降序',
reputation: '好感度',
planets: '星球数量',
difficulty: '难度',
allies: '盟友数量'
},
// 通知类型 // 通知类型
notificationType: { notificationType: {
tradeOffer: '贸易提议', tradeOffer: '贸易提议',

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',
@@ -1079,6 +1080,20 @@ export default {
}, },
gmView: { gmView: {
title: 'GM 管理面板', title: 'GM 管理面板',
presets: '預設',
choosePreset: '選擇預設',
defaultPreset: '預設範本',
applyPreset: '套用預設',
savePreset: '儲存預設',
presetName: '預設名稱',
presetNameRequired: '請輸入預設名稱',
presetSaved: '預設已儲存',
presetApplied: '預設已套用',
deletePreset: '刪除預設',
presetDeleted: '預設已刪除',
confirmOverwriteTitle: '預設已存在',
confirmOverwriteMessage: '名為 "{name}" 的預設已存在,是否覆蓋?',
cannotDeleteDefault: '無法刪除預設範本',
adminOnly: '僅管理員', adminOnly: '僅管理員',
selectPlanet: '選擇星球', selectPlanet: '選擇星球',
choosePlanet: '選擇一個星球', choosePlanet: '選擇一個星球',
@@ -1178,6 +1193,15 @@ export default {
} }
}, },
diplomacy: { diplomacy: {
sort: {
label: '排序',
ascending: '升序',
descending: '降序',
reputation: '聲望',
planets: '星球',
difficulty: '難度',
allies: '盟友'
},
title: '外交', title: '外交',
description: '管理與NPC的外交關係', description: '管理與NPC的外交關係',
tabs: { tabs: {

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) => {
acc[type] = 0 acc[type] = 0
return acc return acc
}, {} as Record<ShipType, number>) },
{} as Record<ShipType, number>
)
const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => { const emptyDefenseRecord = Object.values(DefenseType).reduce(
(acc, type) => {
acc[type] = 0 acc[type] = 0
return acc return acc
}, {} as Record<DefenseType, number>) },
{} as Record<DefenseType, number>
)
const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => { const emptyBuildingRecord = Object.values(BuildingType).reduce(
(acc, type) => {
acc[type] = 0 acc[type] = 0
return acc return acc
}, {} as Record<BuildingType, number>) },
{} as Record<BuildingType, number>
)
const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => { const emptyTechRecord = Object.values(TechnologyType).reduce(
(acc, type) => {
acc[type] = 0 acc[type] = 0
return acc return acc
}, {} as Record<TechnologyType, number>) },
{} 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

@@ -2,6 +2,7 @@ import type { Fleet, Resources, BattleResult, Officer, TechnologyType } from '@/
import { DefenseType, OfficerType } from '@/types/game' import { DefenseType, OfficerType } from '@/types/game'
import { workerManager } from '@/workers/workerManager' import { workerManager } from '@/workers/workerManager'
import { MOON_CONFIG } from '@/config/gameConfig' import { MOON_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
/** /**
* 执行战斗模拟 * 执行战斗模拟
@@ -66,7 +67,7 @@ export const simulateBattle = async (
// 生成战斗报告 // 生成战斗报告
const battleResult: BattleResult = { const battleResult: BattleResult = {
id: `battle_${Date.now()}`, id: generateId('battle'),
timestamp: Date.now(), timestamp: Date.now(),
attackerId: '', attackerId: '',
defenderId: '', defenderId: '',

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))
} }
/** /**
@@ -78,19 +64,23 @@ 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 requirements = (config as any).requirements const currentLevel = planet.buildings[buildingType] || 0
if (!requirements) return true const level = targetLevel ?? currentLevel + 1
for (const [key, level] of Object.entries(requirements)) { // 检查基础 requirements
const requiredLevel = level as number const requirements = (config as any).requirements
if (requirements) {
for (const [key, reqLevel] of Object.entries(requirements)) {
const requiredLevel = reqLevel as number
if (Object.values(BuildingType).includes(key as BuildingType)) { if (Object.values(BuildingType).includes(key as BuildingType)) {
const requiredBuildingType = key as BuildingType const requiredBuildingType = key as BuildingType
const requiredBuildingConfig = BUILDINGS[requiredBuildingType] const requiredBuildingConfig = BUILDINGS[requiredBuildingType]
@@ -110,6 +100,44 @@ export const checkBuildingRequirements = (
} }
} }
} }
}
// 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

@@ -19,6 +19,7 @@ import {
type ShipType type ShipType
} from '@/types/game' } from '@/types/game'
import { MAIN_CAMPAIGN, getAllQuests, getQuestById, getQuestsByChapter } from '@/config/campaignConfig' import { MAIN_CAMPAIGN, getAllQuests, getQuestById, getQuestsByChapter } from '@/config/campaignConfig'
import { generateId } from '@/utils/id'
import * as resourceLogic from './resourceLogic' import * as resourceLogic from './resourceLogic'
/** /**
@@ -364,7 +365,8 @@ 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) {
@@ -514,7 +516,7 @@ export const createQuestNotification = (
): QuestNotification => { ): QuestNotification => {
const quest = getQuestById(questId) const quest = getQuestById(questId)
return { return {
id: `quest_notification_${Date.now()}`, id: generateId('quest_notification'),
timestamp: Date.now(), timestamp: Date.now(),
questId, questId,
questTitleKey: quest?.titleKey || '', questTitleKey: quest?.titleKey || '',

View File

@@ -3,6 +3,7 @@ import type { Locale } from '@/locales'
import { ShipType, DefenseType, MissionType, BuildingType, OfficerType, TechnologyType, ExpeditionZone } from '@/types/game' import { ShipType, DefenseType, MissionType, BuildingType, OfficerType, TechnologyType, ExpeditionZone } from '@/types/game'
import { FLEET_STORAGE_CONFIG, EXPEDITION_ZONES } from '@/config/gameConfig' import { FLEET_STORAGE_CONFIG, EXPEDITION_ZONES } from '@/config/gameConfig'
import { useGameStore } from '@/stores/gameStore' import { useGameStore } from '@/stores/gameStore'
import { generateId } from '@/utils/id'
import * as battleLogic from './battleLogic' import * as battleLogic from './battleLogic'
import * as moonLogic from './moonLogic' import * as moonLogic from './moonLogic'
import * as moonValidation from './moonValidation' import * as moonValidation from './moonValidation'
@@ -61,7 +62,7 @@ export const createFleetMission = (
): FleetMission => { ): FleetMission => {
const now = Date.now() const now = Date.now()
return { return {
id: `mission_${now}`, id: generateId('mission'),
playerId, playerId,
originPlanetId, originPlanetId,
// 深拷贝targetPosition避免多个任务共享同一个引用 // 深拷贝targetPosition避免多个任务共享同一个引用
@@ -171,7 +172,7 @@ export const processAttackArrival = async (
) )
// 更新战斗报告ID // 更新战斗报告ID
battleResult.id = `battle_${Date.now()}` battleResult.id = generateId('battle')
battleResult.attackerId = attacker.id battleResult.attackerId = attacker.id
battleResult.defenderId = targetPlanet.ownerId || 'unknown' battleResult.defenderId = targetPlanet.ownerId || 'unknown'
battleResult.attackerPlanetId = mission.originPlanetId battleResult.attackerPlanetId = mission.originPlanetId
@@ -267,7 +268,7 @@ export const processNPCAttackArrival = async (
) )
// 更新战斗报告ID和参与者信息 // 更新战斗报告ID和参与者信息
battleResult.id = `battle_${Date.now()}` battleResult.id = generateId('battle')
battleResult.attackerId = npc.id battleResult.attackerId = npc.id
battleResult.defenderId = defender.id battleResult.defenderId = defender.id
battleResult.attackerPlanetId = mission.originPlanetId battleResult.attackerPlanetId = mission.originPlanetId
@@ -414,7 +415,7 @@ export const processColonizeArrival = (
// 创建新殖民地 // 创建新殖民地
const newPlanet: Planet = { const newPlanet: Planet = {
id: `planet_${Date.now()}`, id: generateId('planet'),
name: `${colonyNameTemplate} ${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`, name: `${colonyNameTemplate} ${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`,
ownerId: player.id, ownerId: player.id,
position: mission.targetPosition, position: mission.targetPosition,
@@ -564,7 +565,7 @@ export const processSpyArrival = (
const wasDetected = Math.random() < detectionChance const wasDetected = Math.random() < detectionChance
const spyReport: SpyReport = { const spyReport: SpyReport = {
id: `spy_${Date.now()}`, id: generateId('spy'),
timestamp: Date.now(), timestamp: Date.now(),
spyId: attacker.id, spyId: attacker.id,
targetPlanetId: targetPlanet.id, targetPlanetId: targetPlanet.id,
@@ -1050,7 +1051,7 @@ export const processDestroyArrival = async (
) )
// 更新战斗报告 // 更新战斗报告
battleResult.id = `battle_${Date.now()}` battleResult.id = generateId('battle')
battleResult.attackerId = attacker.id battleResult.attackerId = attacker.id
battleResult.defenderId = targetPlanet.ownerId || 'unknown' battleResult.defenderId = targetPlanet.ownerId || 'unknown'
battleResult.attackerPlanetId = mission.originPlanetId battleResult.attackerPlanetId = mission.originPlanetId

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

@@ -3,8 +3,66 @@
* 处理星际导弹攻击、射程计算、拦截等 * 处理星际导弹攻击、射程计算、拦截等
*/ */
import type { Planet, MissileAttack, DefenseType, TechnologyType, Position } from '@/types/game' import type { Planet, MissileAttack, DefenseType, TechnologyType, Position, BuildQueueItem } from '@/types/game'
import { DefenseType as DefenseTypes } from '@/types/game' import { DefenseType as DefenseTypes, BuildingType } from '@/types/game'
/**
* 计算导弹发射井容量
*/
export const calculateMissileSiloCapacity = (buildings: Partial<Record<BuildingType, number>>): number => {
const siloLevel = buildings[BuildingType.MissileSilo] || 0
return siloLevel * 10 // 每级存储10枚导弹
}
/**
* 计算当前导弹总数
*/
export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType, number>>): number => {
const interplanetaryMissiles = defense[DefenseTypes.InterplanetaryMissile] || 0
const antiBallisticMissiles = defense[DefenseTypes.AntiBallisticMissile] || 0
return interplanetaryMissiles + antiBallisticMissiles
}
/**
* 计算建造队列中的导弹总数
*/
export const calculateQueueMissileCount = (buildQueue: BuildQueueItem[]): number => {
let queueMissileCount = 0
for (const item of buildQueue) {
if (item.type === 'defense') {
const defenseType = item.itemType as DefenseType
if (defenseType === DefenseTypes.InterplanetaryMissile || defenseType === DefenseTypes.AntiBallisticMissile) {
queueMissileCount += item.quantity || 0
}
}
}
return queueMissileCount
}
/**
* 检查导弹容量限制
*/
export const checkMissileSiloLimit = (
defenseType: DefenseType,
currentDefense: Partial<Record<DefenseType, number>>,
buildings: Partial<Record<BuildingType, number>>,
quantity: number,
buildQueue?: BuildQueueItem[]
): boolean => {
// 只对导弹类型进行检查
if (defenseType !== DefenseTypes.InterplanetaryMissile && defenseType !== DefenseTypes.AntiBallisticMissile) {
return true
}
const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense)
const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity
}
/** /**
* 计算导弹射程(基于脉冲引擎等级) * 计算导弹射程(基于脉冲引擎等级)

View File

@@ -1,6 +1,7 @@
import type { Planet, Resources } from '@/types/game' import type { Planet, Resources } from '@/types/game'
import { BuildingType, ShipType, DefenseType } from '@/types/game' import { BuildingType, ShipType, DefenseType } from '@/types/game'
import { MOON_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig' import { MOON_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
/** /**
* 计算月球生成概率 * 计算月球生成概率
@@ -79,7 +80,7 @@ export const tryGenerateMoon = (
// 生成月球 // 生成月球
const moon: Planet = { const moon: Planet = {
id: `moon_${Date.now()}`, id: generateId('moon'),
name: `Moon [${planetPosition.galaxy}:${planetPosition.system}:${planetPosition.position}]`, name: `Moon [${planetPosition.galaxy}:${planetPosition.system}:${planetPosition.position}]`,
ownerId: playerId, ownerId: playerId,
position: planetPosition, position: planetPosition,

View File

@@ -1,6 +1,7 @@
import type { Planet, Resources } from '@/types/game' import type { Planet, Resources } from '@/types/game'
import { ShipType, DefenseType, BuildingType } from '@/types/game' import { ShipType, DefenseType, BuildingType } from '@/types/game'
import { MOON_CONFIG, PLANET_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig' import { MOON_CONFIG, PLANET_CONFIG, FLEET_STORAGE_CONFIG } from '@/config/gameConfig'
import { generateId } from '@/utils/id'
import * as oreDepositLogic from './oreDepositLogic' import * as oreDepositLogic from './oreDepositLogic'
/** /**
@@ -173,7 +174,7 @@ export const createMoon = (
moonSuffix: string = "'s Moon", moonSuffix: string = "'s Moon",
diameter?: number diameter?: number
): Planet => { ): Planet => {
const moonId = `moon_${Date.now()}` const moonId = generateId('moon')
const moon: Planet = { const moon: Planet = {
id: moonId, id: moonId,
name: `${parentPlanet.name}${moonSuffix}`, name: `${parentPlanet.name}${moonSuffix}`,
@@ -237,7 +238,7 @@ 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

@@ -156,64 +156,6 @@ export const checkShieldDomeLimit = (
return true return true
} }
/**
* 计算导弹发射井容量
*/
export const calculateMissileSiloCapacity = (buildings: Partial<Record<BuildingType, number>>): number => {
const siloLevel = buildings[BuildingType.MissileSilo] || 0
return siloLevel * 10 // 每级存储10枚导弹
}
/**
* 计算当前导弹总数
*/
export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType, number>>): number => {
const interplanetaryMissiles = defense[DefenseType.InterplanetaryMissile] || 0
const antiBallisticMissiles = defense[DefenseType.AntiBallisticMissile] || 0
return interplanetaryMissiles + antiBallisticMissiles
}
/**
* 计算建造队列中的导弹总数
*/
export const calculateQueueMissileCount = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): number => {
let queueMissileCount = 0
for (const item of buildQueue) {
if (item.type === 'defense') {
const defenseType = item.itemType as DefenseType
if (defenseType === DefenseType.InterplanetaryMissile || defenseType === DefenseType.AntiBallisticMissile) {
queueMissileCount += item.quantity || 0
}
}
}
return queueMissileCount
}
/**
* 检查导弹容量限制
*/
export const checkMissileSiloLimit = (
defenseType: DefenseType,
currentDefense: Partial<Record<DefenseType, number>>,
buildings: Partial<Record<BuildingType, number>>,
quantity: number,
buildQueue?: Array<{ type: string; itemType: string; quantity?: number }>
): boolean => {
// 只对导弹类型进行检查
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
return true
}
const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense)
const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity
}
/** /**
* 创建舰船建造队列项 * 创建舰船建造队列项
*/ */

View File

@@ -1,6 +1,7 @@
import type { Planet, Resources, BuildQueueItem, Fleet, Officer } from '@/types/game' import type { Planet, Resources, BuildQueueItem, Fleet, Officer } from '@/types/game'
import { ShipType, DefenseType, TechnologyType, OfficerType, BuildingType } from '@/types/game' import { ShipType, DefenseType, TechnologyType, OfficerType, BuildingType } from '@/types/game'
import * as shipLogic from './shipLogic' import * as shipLogic from './shipLogic'
import * as missileLogic from './missileLogic'
import * as resourceLogic from './resourceLogic' import * as resourceLogic from './resourceLogic'
import * as officerLogic from './officerLogic' import * as officerLogic from './officerLogic'
import * as publicLogic from './publicLogic' import * as publicLogic from './publicLogic'
@@ -101,7 +102,7 @@ export const validateDefenseBuild = (
} }
// 导弹发射井容量限制 // 导弹发射井容量限制
if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) { if (!missileLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) {
return { valid: false, reason: 'errors.missileSiloLimit' } return { valid: false, reason: 'errors.missileSiloLimit' }
} }

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)

8
src/utils/id.ts Normal file
View File

@@ -0,0 +1,8 @@
/**
* 统一生成带前缀的业务ID
* 便于后续集中调整ID规则
*/
export const generateId = (prefix: string): string => {
const timestamp = Date.now()
return `${prefix}_${timestamp}_${Math.random().toString(36).slice(2, 9)}`
}

View File

@@ -1,4 +1,18 @@
import type { Planet, DebrisField, NPC } from '@/types/game' import type {
AllyDefenseNotification,
DebrisField,
FleetMission,
IncomingFleetAlert,
JointAttackInvite,
MissionReport,
NPC,
NPCActivityNotification,
Planet,
Player,
Position,
SpiedNotification,
SpyReport
} from '@/types/game'
import { decryptData, encryptData } from './crypto' import { decryptData, encryptData } from './crypto'
import { generatePlanetTemperature } from '@/logic/planetLogic' import { generatePlanetTemperature } from '@/logic/planetLogic'
import pkg from '../../package.json' import pkg from '../../package.json'
@@ -8,6 +22,514 @@ import pkg from '../../package.json'
* 用于从旧版本数据结构迁移到新版本 * 用于从旧版本数据结构迁移到新版本
*/ */
type PlanetKind = 'planet' | 'moon'
type RemappedPlanetEntry = { newId: string; name: string }
type DuplicatePlanetKindMap = Map<PlanetKind, RemappedPlanetEntry>
type DuplicatePlanetPositionMap = Map<string, DuplicatePlanetKindMap>
// oldPlanetId -> position -> planet/moon -> remapped target
type DuplicatePlanetIdMap = Map<string, DuplicatePlanetPositionMap>
interface MigratablePlayer extends Player {
diplomaticRelations?: Record<string, unknown>
}
interface MigratableGameData {
currentPlanetId?: string
player?: MigratablePlayer
npcs?: NPC[]
universePlanets?: Record<string, Planet>
debrisFields?: Record<string, DebrisField>
}
interface PlanetReferenceContext {
position?: Position
isMoon?: boolean
planetName?: string
}
interface HasTargetPlanetId {
targetPlanetId?: string
}
interface HasOriginPlanetId {
originPlanetId?: string
}
interface HasParentPlanetId {
parentPlanetId?: string
}
interface HasCurrentPlanetId {
currentPlanetId?: string
}
const getPlanetPositionKey = (position: Position): string => {
return `${position.galaxy}:${position.system}:${position.position}`
}
const getPlanetKindKey = (isMoon?: boolean): PlanetKind => {
return isMoon ? 'moon' : 'planet'
}
const getPlanetEntriesFor = (
planetId: string,
idMap: DuplicatePlanetIdMap,
position?: Position
): DuplicatePlanetKindMap | undefined => {
if (!position) return undefined
return idMap.get(planetId)?.get(getPlanetPositionKey(position))
}
const getEntriesByName = (entries: Iterable<RemappedPlanetEntry>, planetName?: string): RemappedPlanetEntry[] => {
if (!planetName) {
return []
}
return Array.from(entries).filter(entry => entry.name === planetName)
}
const getUniqueEntryByName = (entries: Iterable<RemappedPlanetEntry>, planetName?: string): RemappedPlanetEntry | undefined => {
const matchedEntries = getEntriesByName(entries, planetName)
if (matchedEntries.length !== 1) {
return undefined
}
return matchedEntries[0]
}
const getOnlyEntry = (entries: DuplicatePlanetKindMap): RemappedPlanetEntry | undefined => {
if (entries.size !== 1) {
return undefined
}
return Array.from(entries.values())[0]
}
const getEntriesAcrossPositions = (byPosition: DuplicatePlanetPositionMap): RemappedPlanetEntry[] => {
const entries: RemappedPlanetEntry[] = []
byPosition.forEach(byKind => {
byKind.forEach(entry => {
entries.push(entry)
})
})
return entries
}
const buildDuplicatePlanetIdMap = (player: Player): DuplicatePlanetIdMap => {
const planetsByOriginalId = new Map<string, Planet[]>()
player.planets.forEach(planet => {
let group = planetsByOriginalId.get(planet.id)
if (!group) {
group = []
planetsByOriginalId.set(planet.id, group)
}
group.push(planet)
})
const idMap: DuplicatePlanetIdMap = new Map()
planetsByOriginalId.forEach((planets, originalId) => {
if (planets.length <= 1) return
planets.forEach((planet, index) => {
if (index === 0) return
const newId = `${originalId}_${Math.random().toString(36).substring(2, 9)}`
const positionKey = getPlanetPositionKey(planet.position)
let byPosition = idMap.get(originalId)
if (!byPosition) {
byPosition = new Map()
idMap.set(originalId, byPosition)
}
let byKind = byPosition.get(positionKey)
if (!byKind) {
byKind = new Map()
byPosition.set(positionKey, byKind)
}
byKind.set(getPlanetKindKey(planet.isMoon), {
newId,
name: planet.name
})
planet.id = newId
})
})
return idMap
}
const resolveRemappedPlanetId = (
planetId: string | undefined,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): string | undefined => {
if (!planetId) return undefined
const byPosition = idMap.get(planetId)
if (!byPosition) return undefined
if (context.position) {
const byKind = getPlanetEntriesFor(planetId, idMap, context.position)
if (!byKind) return undefined
// 只有在位置或名称足够区分目标时才重写引用,避免把旧引用误指到错误星球
if (context.isMoon !== undefined) {
return byKind.get(getPlanetKindKey(context.isMoon))?.newId
}
const matchedByName = getUniqueEntryByName(byKind.values(), context.planetName)
if (matchedByName) {
return matchedByName.newId
}
return getOnlyEntry(byKind)?.newId
}
if (context.planetName) {
return getUniqueEntryByName(getEntriesAcrossPositions(byPosition), context.planetName)?.newId
}
return undefined
}
const getUpdatedPlanetId = (
currentPlanetId: string | undefined,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): string | undefined => {
const remappedPlanetId = resolveRemappedPlanetId(currentPlanetId, idMap, context)
if (!remappedPlanetId || remappedPlanetId === currentPlanetId) {
return undefined
}
return remappedPlanetId
}
const updateTargetPlanetId = (
target: HasTargetPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.targetPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.targetPlanetId = remappedPlanetId
return true
}
const updateOriginPlanetId = (
target: HasOriginPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.originPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.originPlanetId = remappedPlanetId
return true
}
const updateParentPlanetId = (
target: HasParentPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.parentPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.parentPlanetId = remappedPlanetId
return true
}
const updateCurrentPlanetId = (
target: HasCurrentPlanetId,
idMap: DuplicatePlanetIdMap,
context: PlanetReferenceContext = {}
): boolean => {
const remappedPlanetId = getUpdatedPlanetId(target.currentPlanetId, idMap, context)
if (!remappedPlanetId) {
return false
}
target.currentPlanetId = remappedPlanetId
return true
}
const updateMissionTargetPlanetId = (mission: FleetMission, idMap: DuplicatePlanetIdMap): boolean => {
return updateTargetPlanetId(mission, idMap, {
position: mission.targetPosition,
isMoon: mission.targetIsMoon
})
}
const updateSpyReportTargetPlanetId = (report: SpyReport, idMap: DuplicatePlanetIdMap): boolean => {
return updateTargetPlanetId(report, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})
}
const updateSpiedNotificationTargetPlanetId = (
notification: SpiedNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
planetName: notification.targetPlanetName
})
}
const updateNPCActivityTargetPlanetId = (
notification: NPCActivityNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
position: notification.targetPosition,
planetName: notification.targetPlanetName
})
}
const updateIncomingAlertTargetPlanetId = (
alert: IncomingFleetAlert,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(alert, idMap, {
planetName: alert.targetPlanetName
})
}
const updateJointAttackTargetPlanetId = (
invite: JointAttackInvite,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(invite, idMap, {
position: invite.targetPosition
})
}
const updateAllyDefenseTargetPlanetId = (
notification: AllyDefenseNotification,
idMap: DuplicatePlanetIdMap
): boolean => {
return updateTargetPlanetId(notification, idMap, {
planetName: notification.targetPlanetName
})
}
const updateMissionReportPlanetIds = (report: MissionReport, idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
if (updateOriginPlanetId(report, idMap, {
planetName: report.originPlanetName
})) {
mutated = true
}
if (updateTargetPlanetId(report, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})) {
mutated = true
}
if (report.details?.newPlanetId) {
const remappedNewPlanetId = getUpdatedPlanetId(report.details.newPlanetId, idMap, {
position: report.targetPosition,
planetName: report.details.newPlanetName || report.targetPlanetName
})
if (remappedNewPlanetId) {
report.details.newPlanetId = remappedNewPlanetId
mutated = true
}
}
return mutated
}
const fixPlayerPlanetsAndQueues = (player: Player, idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
player.planets.forEach(planet => {
if (planet.isMoon && updateParentPlanetId(planet, idMap, {
position: planet.position,
isMoon: false
})) {
mutated = true
}
// 等待队列里的 planetId 应始终与所属星球保持一致
planet.waitingBuildQueue?.forEach(item => {
if (item.planetId && item.planetId !== planet.id) {
item.planetId = planet.id
mutated = true
}
})
})
return mutated
}
const fixPlayerReferences = (
player: Player,
data: MigratableGameData,
idMap: DuplicatePlanetIdMap
): boolean => {
let mutated = false
if (updateCurrentPlanetId(data, idMap)) {
mutated = true
}
player.fleetMissions?.forEach(mission => {
if (updateMissionTargetPlanetId(mission, idMap)) {
mutated = true
}
})
player.spyReports?.forEach(report => {
if (updateSpyReportTargetPlanetId(report, idMap)) {
mutated = true
}
})
player.spiedNotifications?.forEach(notification => {
if (updateSpiedNotificationTargetPlanetId(notification, idMap)) {
mutated = true
}
})
player.npcActivityNotifications?.forEach(notification => {
if (updateNPCActivityTargetPlanetId(notification, idMap)) {
mutated = true
}
})
player.missionReports?.forEach(report => {
if (updateMissionReportPlanetIds(report, idMap)) {
mutated = true
}
})
player.incomingFleetAlerts?.forEach(alert => {
if (updateIncomingAlertTargetPlanetId(alert, idMap)) {
mutated = true
}
})
player.jointAttackInvites?.forEach(invite => {
if (updateJointAttackTargetPlanetId(invite, idMap)) {
mutated = true
}
})
player.allyDefenseNotifications?.forEach(notification => {
if (updateAllyDefenseTargetPlanetId(notification, idMap)) {
mutated = true
}
})
return mutated
}
const fixNpcPlayerSpyReports = (npc: NPC, idMap: DuplicatePlanetIdMap): boolean => {
if (!npc.playerSpyReports) {
return false
}
let mutated = false
const remappedPlayerSpyReports: Record<string, SpyReport> = {}
// playerSpyReports 的 key 就是玩家星球 ID需要和报告内容一起迁移
Object.entries(npc.playerSpyReports).forEach(([planetId, report]) => {
if (updateSpyReportTargetPlanetId(report, idMap)) {
mutated = true
}
const remappedPlanetId = getUpdatedPlanetId(planetId, idMap, {
position: report.targetPosition,
planetName: report.targetPlanetName
})
if (remappedPlanetId) {
remappedPlayerSpyReports[remappedPlanetId] = report
mutated = true
return
}
remappedPlayerSpyReports[planetId] = report
})
npc.playerSpyReports = remappedPlayerSpyReports
return mutated
}
const fixNpcReferences = (npcs: NPC[], idMap: DuplicatePlanetIdMap): boolean => {
let mutated = false
npcs.forEach(npc => {
if (fixNpcPlayerSpyReports(npc, idMap)) {
mutated = true
}
npc.fleetMissions?.forEach(mission => {
if (updateMissionTargetPlanetId(mission, idMap)) {
mutated = true
}
})
})
return mutated
}
/**
* 修复玩家星球的重复ID并同步更新可被可靠识别的旧引用。
* 缺少位置或名称上下文、无法安全判定归属的旧引用会保留原ID
* 继续指向保留下来的首个星球,避免把数据误指到错误目标。
*/
const fixDuplicatePlanetIds = (data: MigratableGameData): boolean => {
const player = data.player
if (!player || !Array.isArray(player.planets) || player.planets.length === 0) {
return false
}
const idMap = buildDuplicatePlanetIdMap(player)
if (idMap.size === 0) {
return false
}
// buildDuplicatePlanetIdMap 已经在上一步直接修复了重复星球 ID
// 只要 idMap 非空,就说明当前迁移已经发生了实际修改。
let mutated = true
if (fixPlayerPlanetsAndQueues(player, idMap)) {
mutated = true
}
if (fixPlayerReferences(player, data, idMap)) {
mutated = true
}
if (data.npcs && fixNpcReferences(data.npcs, idMap)) {
mutated = true
}
return mutated
}
/** /**
* 执行数据迁移 * 执行数据迁移
* 将旧版本的 universePlanets 和 debrisFields 从 gameStore 迁移到 universeStore * 将旧版本的 universePlanets 和 debrisFields 从 gameStore 迁移到 universeStore
@@ -22,13 +544,13 @@ export const migrateGameData = (): void => {
if (!oldEncryptedData) return if (!oldEncryptedData) return
// 尝试解密(如果是加密格式) // 尝试解密(如果是加密格式)
let oldData: any let oldData: MigratableGameData
try { try {
oldData = decryptData(oldEncryptedData) oldData = decryptData(oldEncryptedData) as MigratableGameData
} catch { } catch {
// 解密失败,可能是新格式(未加密),直接解析 // 解密失败,可能是新格式(未加密),直接解析
try { try {
oldData = JSON.parse(oldEncryptedData) oldData = JSON.parse(oldEncryptedData) as MigratableGameData
} catch { } catch {
return // 无法解析,放弃迁移 return // 无法解析,放弃迁移
} }
@@ -100,6 +622,11 @@ export const migrateGameData = (): void => {
needsSave = true needsSave = true
} }
// 修复重复的星球ID
if (fixDuplicatePlanetIds(oldData)) {
needsSave = true
}
// 迁移温度数据:为没有温度的星球生成温度 // 迁移温度数据:为没有温度的星球生成温度
// 玩家星球 // 玩家星球
if (oldData.player?.planets && Array.isArray(oldData.player.planets)) { if (oldData.player?.planets && Array.isArray(oldData.player.planets)) {
@@ -164,10 +691,11 @@ export const migrateGameData = (): void => {
// 新版本统一使用 npc.relations[playerId] 存储NPC对玩家的关系 // 新版本统一使用 npc.relations[playerId] 存储NPC对玩家的关系
if (oldData.player?.diplomaticRelations && oldData.npcs && Array.isArray(oldData.npcs)) { if (oldData.player?.diplomaticRelations && oldData.npcs && Array.isArray(oldData.npcs)) {
const playerId = oldData.player.id const playerId = oldData.player.id
const npcs = oldData.npcs
const playerRelations = oldData.player.diplomaticRelations as Record<string, any> const playerRelations = oldData.player.diplomaticRelations as Record<string, any>
Object.entries(playerRelations).forEach(([npcId, relation]) => { Object.entries(playerRelations).forEach(([npcId, relation]) => {
const npc = oldData.npcs.find((n: NPC) => n.id === npcId) const npc = npcs.find((n: NPC) => n.id === npcId)
if (npc) { if (npc) {
if (!npc.relations) { if (!npc.relations) {
npc.relations = {} npc.relations = {}

View File

@@ -190,6 +190,7 @@
import * as publicLogic from '@/logic/publicLogic' import * as publicLogic from '@/logic/publicLogic'
import * as shipValidation from '@/logic/shipValidation' import * as shipValidation from '@/logic/shipValidation'
import * as shipLogic from '@/logic/shipLogic' import * as shipLogic from '@/logic/shipLogic'
import * as missileLogic from '@/logic/missileLogic'
import * as gameLogic from '@/logic/gameLogic' import * as gameLogic from '@/logic/gameLogic'
import * as waitingQueueLogic from '@/logic/waitingQueueLogic' import * as waitingQueueLogic from '@/logic/waitingQueueLogic'
import * as officerLogic from '@/logic/officerLogic' import * as officerLogic from '@/logic/officerLogic'
@@ -204,12 +205,12 @@
// 导弹容量相关计算 // 导弹容量相关计算
const missileSiloCapacity = computed(() => { const missileSiloCapacity = computed(() => {
if (!planet.value) return 0 if (!planet.value) return 0
return shipLogic.calculateMissileSiloCapacity(planet.value.buildings) return missileLogic.calculateMissileSiloCapacity(planet.value.buildings)
}) })
const currentMissileCount = computed(() => { const currentMissileCount = computed(() => {
if (!planet.value) return 0 if (!planet.value) return 0
return shipLogic.calculateCurrentMissileCount(planet.value.defense) return missileLogic.calculateCurrentMissileCount(planet.value.defense)
}) })
// AlertDialog 状态 // AlertDialog 状态

View File

@@ -181,12 +181,39 @@
</ScrollableDialogContent> </ScrollableDialogContent>
</Dialog> </Dialog>
<!-- 搜索和排序工具栏 -->
<div class="flex flex-col sm:flex-row gap-4">
<!-- 搜索框 --> <!-- 搜索框 -->
<div class="relative"> <div class="relative flex-1">
<Search class="absolute left-3 top-1/2 transform -translate-y-1/2 h-4 w-4 text-muted-foreground" /> <Search class="absolute left-3 top-1/2 transform -translate-y-1/2 h-4 w-4 text-muted-foreground" />
<Input v-model="searchQuery" type="text" :placeholder="t('diplomacy.searchPlaceholder')" class="pl-10" /> <Input v-model="searchQuery" type="text" :placeholder="t('diplomacy.searchPlaceholder')" class="pl-10" />
</div> </div>
<!-- 排序控制 -->
<div class="flex gap-2">
<Select v-model="sortBy">
<SelectTrigger class="w-[140px]">
<SelectValue :placeholder="t('diplomacy.sort.label')" />
</SelectTrigger>
<SelectContent>
<SelectItem value="reputation">{{ t('diplomacy.sort.reputation') }}</SelectItem>
<SelectItem value="planets">{{ t('diplomacy.sort.planets') }}</SelectItem>
<SelectItem value="difficulty">{{ t('diplomacy.sort.difficulty') }}</SelectItem>
<SelectItem value="allies">{{ t('diplomacy.sort.allies') }}</SelectItem>
</SelectContent>
</Select>
<Button
variant="outline"
size="icon"
@click="sortOrder = sortOrder === 'asc' ? 'desc' : 'asc'"
:title="sortOrder === 'asc' ? t('diplomacy.sort.ascending') : t('diplomacy.sort.descending')"
>
<ArrowUpDown class="h-4 w-4" />
</Button>
</div>
</div>
<!-- 关系状态过滤标签 --> <!-- 关系状态过滤标签 -->
<Tabs v-model="activeTab" class="w-full"> <Tabs v-model="activeTab" class="w-full">
<TabsList class="grid w-full grid-cols-4"> <TabsList class="grid w-full grid-cols-4">
@@ -379,6 +406,13 @@
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs' import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
import { Badge } from '@/components/ui/badge' import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button' import { Button } from '@/components/ui/button'
import {
Select,
SelectContent,
SelectItem,
SelectTrigger,
SelectValue
} from '@/components/ui/select'
import { Dialog, DialogDescription, DialogTitle } from '@/components/ui/dialog' import { Dialog, DialogDescription, DialogTitle } from '@/components/ui/dialog'
import ScrollableDialogContent from '@/components/ui/dialog/ScrollableDialogContent.vue' import ScrollableDialogContent from '@/components/ui/dialog/ScrollableDialogContent.vue'
import { import {
@@ -393,7 +427,7 @@
import NpcRelationCard from '@/components/npc/NpcRelationCard.vue' import NpcRelationCard from '@/components/npc/NpcRelationCard.vue'
import NpcRelationRow from '@/components/npc/NpcRelationRow.vue' import NpcRelationRow from '@/components/npc/NpcRelationRow.vue'
import { RelationStatus } from '@/types/game' import { RelationStatus } from '@/types/game'
import type { DiplomaticRelation } from '@/types/game' import type { DiplomaticRelation, NPC } from '@/types/game'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic' import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import { import {
Search, Search,
@@ -403,10 +437,13 @@
Swords, Swords,
Activity, Activity,
LayoutGrid, LayoutGrid,
List List,
ArrowUpDown
} from 'lucide-vue-next' } from 'lucide-vue-next'
import { Empty, EmptyContent, EmptyDescription } from '@/components/ui/empty' import { Empty, EmptyContent, EmptyDescription } from '@/components/ui/empty'
type NPCSortBy = 'reputation' | 'planets' | 'difficulty' | 'allies'
const route = useRoute() const route = useRoute()
const gameStore = useGameStore() const gameStore = useGameStore()
const npcStore = useNPCStore() const npcStore = useNPCStore()
@@ -435,6 +472,56 @@
// 搜索功能 // 搜索功能
const searchQuery = ref('') const searchQuery = ref('')
// 排序状态
const sortBy = ref<NPCSortBy>('reputation')
const sortOrder = ref<'asc' | 'desc'>('desc')
const assertNever = (value: never): never => {
throw new Error(`Unexpected NPC sort type: ${value}`)
}
// 排序函数
const sortNpcs = (npcs: NPC[], predicate: (npc: NPC) => boolean = () => true) => {
return npcs.filter(predicate).sort((a, b) => {
let valA = 0
let valB = 0
switch (sortBy.value) {
case 'reputation':
valA = getRelation(a.id)?.reputation || 0
valB = getRelation(b.id)?.reputation || 0
break
case 'planets':
valA = a.planets.length
valB = b.planets.length
break
case 'difficulty':
// 简单=1, 普通=2, 困难=3
// eslint-disable-next-line no-case-declarations
const getDifficultyVal = (diff: string) => {
if (diff === 'hard') return 3
if (diff === 'medium') return 2
return 1
}
valA = a.difficultyLevel || getDifficultyVal(a.difficulty)
valB = b.difficultyLevel || getDifficultyVal(b.difficulty)
break
case 'allies':
valA = a.allies?.length || 0
valB = b.allies?.length || 0
break
default:
return assertNever(sortBy.value)
}
if (sortOrder.value === 'asc') {
return valA - valB
} else {
return valB - valA
}
})
}
// NPC诊断功能 // NPC诊断功能
const npcDiagnosticOpen = ref(false) const npcDiagnosticOpen = ref(false)
const npcDiagnostics = ref<npcBehaviorLogic.NPCDiagnosticInfo[]>([]) const npcDiagnostics = ref<npcBehaviorLogic.NPCDiagnosticInfo[]>([])
@@ -620,34 +707,34 @@
} }
// 搜索过滤函数 // 搜索过滤函数
const matchesSearch = (npc: (typeof npcStore.npcs)[0]) => { const matchesSearch = (npc: NPC) => {
if (!searchQuery.value.trim()) return true if (!searchQuery.value.trim()) return true
const query = searchQuery.value.toLowerCase().trim() const query = searchQuery.value.toLowerCase().trim()
return npc.name.toLowerCase().includes(query) || npc.id.toLowerCase().includes(query) return npc.name.toLowerCase().includes(query) || npc.id.toLowerCase().includes(query)
} }
// 按关系状态分类NPC同时应用搜索过滤 // 按关系状态分类NPC同时应用搜索过滤
const allNpcs = computed(() => npcStore.npcs.filter(matchesSearch)) // 先统一排序一次,避免不同标签页在同一批数据上重复排序
const sortedNpcs = computed(() => sortNpcs(npcStore.npcs, matchesSearch))
const allNpcs = computed(() => sortedNpcs.value)
const friendlyNpcs = computed(() => { const friendlyNpcs = computed(() => {
return npcStore.npcs.filter(npc => { return sortedNpcs.value.filter(npc => {
if (!matchesSearch(npc)) return false
const relation = getRelation(npc.id) const relation = getRelation(npc.id)
return relation?.status === RelationStatus.Friendly return relation?.status === RelationStatus.Friendly
}) })
}) })
const neutralNpcs = computed(() => { const neutralNpcs = computed(() => {
return npcStore.npcs.filter(npc => { return sortedNpcs.value.filter(npc => {
if (!matchesSearch(npc)) return false
const relation = getRelation(npc.id) const relation = getRelation(npc.id)
return !relation || relation.status === RelationStatus.Neutral return !relation || relation.status === RelationStatus.Neutral
}) })
}) })
const hostileNpcs = computed(() => { const hostileNpcs = computed(() => {
return npcStore.npcs.filter(npc => { return sortedNpcs.value.filter(npc => {
if (!matchesSearch(npc)) return false
const relation = getRelation(npc.id) const relation = getRelation(npc.id)
return relation?.status === RelationStatus.Hostile return relation?.status === RelationStatus.Hostile
}) })

View File

@@ -642,6 +642,7 @@
import * as diplomaticLogic from '@/logic/diplomaticLogic' import * as diplomaticLogic from '@/logic/diplomaticLogic'
import * as gameLogic from '@/logic/gameLogic' import * as gameLogic from '@/logic/gameLogic'
import * as moonLogic from '@/logic/moonLogic' import * as moonLogic from '@/logic/moonLogic'
import { generateId } from '@/utils/id'
const route = useRoute() const route = useRoute()
const gameStore = useGameStore() const gameStore = useGameStore()
@@ -934,7 +935,7 @@
// 生成唯一ID // 生成唯一ID
const generatePresetId = (): string => { const generatePresetId = (): string => {
return `preset_${Date.now()}_${Math.random().toString(36).substr(2, 9)}` return generateId('fleet_preset')
} }
// 保存当前配置为预设 // 保存当前配置为预设

View File

@@ -79,6 +79,44 @@
<!-- 建筑/科技/舰船/防御/军官 - 统一配置渲染 --> <!-- 建筑/科技/舰船/防御/军官 - 统一配置渲染 -->
<TabsContent v-for="section in gmSections" :key="section.tabValue" :value="section.tabValue" class="space-y-4"> <TabsContent v-for="section in gmSections" :key="section.tabValue" :value="section.tabValue" class="space-y-4">
<!-- 预设操作区 -->
<Card v-if="isPresettableSection(section)" class="mb-4">
<CardHeader class="pb-3">
<CardTitle class="text-lg">{{ t('gmView.presets') || 'Presets' }}</CardTitle>
</CardHeader>
<CardContent>
<div class="flex flex-col sm:flex-row gap-4 items-end sm:items-center">
<div class="flex gap-2 w-full sm:w-auto">
<Select v-model="selectedPresets[section.tabValue]">
<SelectTrigger class="w-[200px]">
<SelectValue :placeholder="t('gmView.choosePreset') || 'Choose Preset'" />
</SelectTrigger>
<SelectContent>
<SelectItem value="default">{{ t('gmView.defaultPreset') || 'Default Preset' }}</SelectItem>
<SelectItem v-for="p in customPresets[section.tabValue]" :key="p.id" :value="p.id">
{{ p.name }}
</SelectItem>
</SelectContent>
</Select>
<Button @click="handleApplyPreset(section)">{{ t('gmView.applyPreset') || 'Apply' }}</Button>
<Button
v-if="selectedPresets[section.tabValue] !== 'default'"
@click="handleDeletePreset(section)"
variant="destructive"
size="icon"
:title="t('gmView.deletePreset') || 'Delete Preset'"
>
<Trash2 class="h-4 w-4" />
</Button>
</div>
<div class="flex gap-2 w-full sm:w-auto ml-auto">
<Input v-model="presetNames[section.tabValue]" :placeholder="t('gmView.presetName') || 'Preset Name'" class="w-[150px]" />
<Button @click="handleSavePreset(section)" variant="outline">{{ t('gmView.savePreset') || 'Save' }}</Button>
</div>
</div>
</CardContent>
</Card>
<Card> <Card>
<CardHeader> <CardHeader>
<CardTitle>{{ t(section.titleKey) }}</CardTitle> <CardTitle>{{ t(section.titleKey) }}</CardTitle>
@@ -213,6 +251,22 @@
</AlertDialogContent> </AlertDialogContent>
</AlertDialog> </AlertDialog>
<!-- 预设覆盖确认对话框 -->
<AlertDialog :open="presetOverwriteDialogOpen" @update:open="presetOverwriteDialogOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ t('gmView.confirmOverwriteTitle') || 'Preset Already Exists' }}</AlertDialogTitle>
<AlertDialogDescription>
{{ t('gmView.confirmOverwriteMessage', { name: pendingPresetToOverwrite?.name || '' }) || `Preset with name "${pendingPresetToOverwrite?.name}" already exists. Overwrite?` }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel @click="presetOverwriteDialogOpen = false">{{ t('common.cancel') }}</AlertDialogCancel>
<AlertDialogAction @click="handleConfirmOverwrite">{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
<!-- AlertDialog 提示对话框 --> <!-- AlertDialog 提示对话框 -->
<AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event"> <AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event">
<AlertDialogContent> <AlertDialogContent>
@@ -263,7 +317,286 @@
import { BuildingType, TechnologyType, ShipType, DefenseType, OfficerType } from '@/types/game' import { BuildingType, TechnologyType, ShipType, DefenseType, OfficerType } from '@/types/game'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic' import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as publicLogic from '@/logic/publicLogic' import * as publicLogic from '@/logic/publicLogic'
import { Home } from 'lucide-vue-next' import { calculateMaxFleetStorage } from '@/logic/fleetStorageLogic'
import { calculateMissileSiloCapacity } from '@/logic/missileLogic'
import { generateId } from '@/utils/id'
import { Home, Trash2 } from 'lucide-vue-next'
// --- 预设系统 ---
interface GMPreset {
id: string
name: string
values: Record<string, number>
}
type GMSectionTabValue = 'buildings' | 'research' | 'ships' | 'defense' | 'officers'
type GMPresetSectionKey = Exclude<GMSectionTabValue, 'officers'>
type GMSection = {
tabValue: GMSectionTabValue
titleKey: string
descKey: string
items: string[]
max?: number
placeholder?: string
buttons: { label: string; value: number }[]
getItemName: (item: string) => string
getValue: (item: string) => number
setValue: (item: string, val: number) => void
onButtonClick: (item: string, val: number) => void
}
type GMPresetSection = GMSection & {
tabValue: GMPresetSectionKey
}
type GMPresetNameMap = Record<GMPresetSectionKey, string>
type GMSelectedPresetMap = Record<GMPresetSectionKey, string>
type GMCustomPresetMap = Record<GMPresetSectionKey, GMPreset[]>
interface PendingPresetOverwrite {
section: GMPresetSection
name: string
values: Record<string, number>
existingIndex: number
}
// 校验预设结构,避免历史脏数据污染当前视图
const isGMPreset = (value: unknown): value is GMPreset => {
if (typeof value !== 'object' || value === null) {
return false
}
const preset = value as Partial<GMPreset>
return typeof preset.id === 'string' && typeof preset.name === 'string' && typeof preset.values === 'object' && preset.values !== null
}
// 只有建筑/科技/舰船/防御页支持预设
const isPresettableSection = (section: GMSection): section is GMPresetSection => {
return section.tabValue !== 'officers'
}
const presetOverwriteDialogOpen = ref(false)
const pendingPresetToOverwrite = ref<PendingPresetOverwrite | null>(null)
const getPresets = (type: GMPresetSectionKey): GMPreset[] => {
const key = `gm_presets_${type}`
const data = localStorage.getItem(key)
if (!data) {
return []
}
try {
// 兼容旧版本或手动修改导致的损坏数据,避免页面因解析失败崩溃
const parsed = JSON.parse(data)
if (!Array.isArray(parsed)) {
localStorage.removeItem(key)
return []
}
const presets = parsed.filter(isGMPreset)
// 过滤掉结构不完整的预设,并顺手回写清理后的结果
if (presets.length !== parsed.length) {
localStorage.setItem(key, JSON.stringify(presets))
}
return presets
} catch {
localStorage.removeItem(key)
return []
}
}
const savePresets = (type: GMPresetSectionKey, presets: GMPreset[]) => {
localStorage.setItem(`gm_presets_${type}`, JSON.stringify(presets))
}
const presetNames = ref<GMPresetNameMap>({
buildings: '',
research: '',
ships: '',
defense: ''
})
const selectedPresets = ref<GMSelectedPresetMap>({
buildings: 'default',
research: 'default',
ships: 'default',
defense: 'default'
})
const customPresets = ref<GMCustomPresetMap>({
buildings: getPresets('buildings'),
research: getPresets('research'),
ships: getPresets('ships'),
defense: getPresets('defense')
})
const handleSavePreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const name = presetNames.value[section.tabValue]?.trim()
if (!name) {
toast.error(t('gmView.presetNameRequired') || '请输入预设名称')
return
}
const values: Record<string, number> = {}
section.items.forEach((item: string) => {
values[item] = section.getValue(item)
})
// 检查是否存在同名预设
const presets = customPresets.value[section.tabValue]
const existingIndex = presets.findIndex(p => p.name === name)
if (existingIndex !== -1) {
pendingPresetToOverwrite.value = {
section,
name,
values,
existingIndex
}
presetOverwriteDialogOpen.value = true
return
}
const newPreset: GMPreset = {
id: generateId('gm_preset'),
name,
values
}
presets.push(newPreset)
savePresets(section.tabValue, presets)
presetNames.value[section.tabValue] = ''
selectedPresets.value[section.tabValue] = newPreset.id
toast.success(t('gmView.presetSaved') || '预设保存成功')
}
const handleConfirmOverwrite = () => {
if (!pendingPresetToOverwrite.value) return
const { section, values, existingIndex } = pendingPresetToOverwrite.value
const presets = customPresets.value[section.tabValue]
if (presets[existingIndex]) {
// 更新现有预设的值保持ID不变
presets[existingIndex].values = values
savePresets(section.tabValue, presets)
presetNames.value[section.tabValue] = ''
selectedPresets.value[section.tabValue] = presets[existingIndex].id
toast.success(t('gmView.presetSaved') || '预设保存成功')
}
presetOverwriteDialogOpen.value = false
pendingPresetToOverwrite.value = null
}
const handleDeletePreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const presetId = selectedPresets.value[section.tabValue]
if (!presetId || presetId === 'default') {
toast.error(t('gmView.cannotDeleteDefault') || '无法删除默认预设')
return
}
const presets = customPresets.value[section.tabValue]
const index = presets.findIndex(p => p.id === presetId)
if (index !== -1) {
presets.splice(index, 1)
savePresets(section.tabValue, presets)
selectedPresets.value[section.tabValue] = 'default'
toast.success(t('gmView.presetDeleted') || '预设已删除')
}
}
const handleApplyPreset = (section: GMSection) => {
if (!isPresettableSection(section)) return
const presetId = selectedPresets.value[section.tabValue]
if (!presetId) return
if (presetId === 'default') {
if (section.tabValue === 'buildings') {
const explicitMax: Record<string, number> = {
[BuildingType.NaniteFactory]: 10,
[BuildingType.MissileSilo]: 10,
[BuildingType.JumpGate]: 5,
[BuildingType.PlanetDestroyerFactory]: 3,
[BuildingType.GeoResearchStation]: 10,
[BuildingType.DeepDrillingFacility]: 10,
[BuildingType.University]: 10
}
section.items.forEach((item: string) => {
section.setValue(item, explicitMax[item] || 50)
})
} else if (section.tabValue === 'research') {
const explicitMax: Record<string, number> = {
[TechnologyType.ComputerTechnology]: 10,
[TechnologyType.GravitonTechnology]: 1,
[TechnologyType.PlanetDestructionTech]: 10,
[TechnologyType.MiningTechnology]: 15,
[TechnologyType.IntergalacticResearchNetwork]: 10,
[TechnologyType.MineralResearch]: 20,
[TechnologyType.CrystalResearch]: 20,
[TechnologyType.FuelResearch]: 20
}
section.items.forEach((item: string) => {
section.setValue(item, explicitMax[item] || 100)
})
} else if (section.tabValue === 'ships') {
if (!selectedPlanet.value) return
// 某些过滤场景下舰船列表可能为空,避免平均分配时除以 0
if (!section.items.length) return
// 重新计算最大舰队仓储,确保数据是最新的
const maxStorage = calculateMaxFleetStorage(selectedPlanet.value, gameStore.player.technologies)
// 将总容量平均分配给每种舰船
const storagePerShip = maxStorage / section.items.length
section.items.forEach(item => {
const usage = SHIPS.value[item as ShipType]?.storageUsage || 1
// 如果 usage 为 0 (如某些特殊单位),则给予一个默认数量,或者跳过
if (usage <= 0) {
section.setValue(item, 100) // 防止除以0给予固定值
} else {
section.setValue(item, Math.floor(storagePerShip / usage))
}
})
} else if (section.tabValue === 'defense') {
if (!selectedPlanet.value) return
const missileCapacity = calculateMissileSiloCapacity(selectedPlanet.value.buildings)
const defaultMissileCount = Math.floor(missileCapacity / 2)
section.items.forEach((item: string) => {
// 两种导弹都占用1格空间默认各分配一半容量
if (item === DefenseType.AntiBallisticMissile || item === DefenseType.InterplanetaryMissile) {
section.setValue(item, defaultMissileCount)
} else {
section.setValue(item, 10000)
}
})
}
toast.success(t('gmView.presetApplied') || '默认预设应用成功')
} else {
const customPreset = customPresets.value[section.tabValue].find((p: GMPreset) => p.id === presetId)
if (customPreset) {
Object.entries(customPreset.values).forEach(([k, v]) => {
section.setValue(k, v as number)
})
toast.success(t('gmView.presetApplied') || '预设应用成功')
}
}
}
// --- 预设系统结束 ---
const router = useRouter() const router = useRouter()
const gameStore = useGameStore() const gameStore = useGameStore()
@@ -281,7 +614,8 @@
router.push('/') router.push('/')
} }
const selectedPlanetId = ref<string>(gameStore.player.planets[0]?.id || '') // 默认选中当前正在游玩的星球
const selectedPlanetId = ref<string>(gameStore.currentPlanetId || gameStore.player.planets[0]?.id || '')
const officerDays = ref<Record<OfficerType, number>>({} as Record<OfficerType, number>) const officerDays = ref<Record<OfficerType, number>>({} as Record<OfficerType, number>)
const selectedNPCId = ref<string>(npcStore.npcs[0]?.id || '') const selectedNPCId = ref<string>(npcStore.npcs[0]?.id || '')
const targetPlanetIndex = ref<string>('0') const targetPlanetIndex = ref<string>('0')
@@ -336,22 +670,6 @@
} }
} }
// GM编辑区块配置 - 统一管理建筑/科技/舰船/防御/军官
// eslint-disable-next-line @typescript-eslint/no-explicit-any
type GMSection = {
tabValue: string
titleKey: string
descKey: string
items: string[]
max?: number
placeholder?: string
buttons: { label: string; value: number }[]
getItemName: (item: any) => string
getValue: (item: any) => number
setValue: (item: any, val: number) => void
onButtonClick: (item: any, val: number) => void
}
const gmSections = computed<GMSection[]>(() => [ const gmSections = computed<GMSection[]>(() => [
{ {
tabValue: 'buildings', tabValue: 'buildings',
@@ -364,17 +682,17 @@
{ label: 'Lv 10', value: 10 }, { label: 'Lv 10', value: 10 },
{ label: 'Lv 30', value: 30 } { label: 'Lv 30', value: 30 }
], ],
getItemName: (item: BuildingType) => BUILDINGS.value[item].name, getItemName: item => BUILDINGS.value[item as BuildingType].name,
getValue: (item: BuildingType) => selectedPlanet.value?.buildings[item] || 0, getValue: item => selectedPlanet.value?.buildings[item as BuildingType] || 0,
setValue: (item: BuildingType, val: number) => { setValue: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.buildings[item] = val selectedPlanet.value.buildings[item as BuildingType] = val
updatePlayerPoints() updatePlayerPoints()
} }
}, },
onButtonClick: (item: BuildingType, val: number) => { onButtonClick: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.buildings[item] = val selectedPlanet.value.buildings[item as BuildingType] = val
updatePlayerPoints() updatePlayerPoints()
} }
} }
@@ -390,14 +708,14 @@
{ label: 'Lv 10', value: 10 }, { label: 'Lv 10', value: 10 },
{ label: 'Lv 20', value: 20 } { label: 'Lv 20', value: 20 }
], ],
getItemName: (item: TechnologyType) => TECHNOLOGIES.value[item].name, getItemName: item => TECHNOLOGIES.value[item as TechnologyType].name,
getValue: (item: TechnologyType) => gameStore.player.technologies[item] || 0, getValue: item => gameStore.player.technologies[item as TechnologyType] || 0,
setValue: (item: TechnologyType, val: number) => { setValue: (item, val) => {
gameStore.player.technologies[item] = val gameStore.player.technologies[item as TechnologyType] = val
updatePlayerPoints() updatePlayerPoints()
}, },
onButtonClick: (item: TechnologyType, val: number) => { onButtonClick: (item, val) => {
gameStore.player.technologies[item] = val gameStore.player.technologies[item as TechnologyType] = val
updatePlayerPoints() updatePlayerPoints()
} }
}, },
@@ -412,17 +730,17 @@
{ label: '+100', value: 100 }, { label: '+100', value: 100 },
{ label: '+1K', value: 1000 } { label: '+1K', value: 1000 }
], ],
getItemName: (item: ShipType) => SHIPS.value[item].name, getItemName: item => SHIPS.value[item as ShipType].name,
getValue: (item: ShipType) => selectedPlanet.value?.fleet[item] || 0, getValue: item => selectedPlanet.value?.fleet[item as ShipType] || 0,
setValue: (item: ShipType, val: number) => { setValue: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.fleet[item] = val selectedPlanet.value.fleet[item as ShipType] = val
updatePlayerPoints() updatePlayerPoints()
} }
}, },
onButtonClick: (item: ShipType, val: number) => { onButtonClick: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.fleet[item] = (selectedPlanet.value.fleet[item] || 0) + val selectedPlanet.value.fleet[item as ShipType] = (selectedPlanet.value.fleet[item as ShipType] || 0) + val
updatePlayerPoints() updatePlayerPoints()
} }
} }
@@ -438,17 +756,17 @@
{ label: '+100', value: 100 }, { label: '+100', value: 100 },
{ label: '+1K', value: 1000 } { label: '+1K', value: 1000 }
], ],
getItemName: (item: DefenseType) => DEFENSES.value[item].name, getItemName: item => DEFENSES.value[item as DefenseType].name,
getValue: (item: DefenseType) => selectedPlanet.value?.defense[item] || 0, getValue: item => selectedPlanet.value?.defense[item as DefenseType] || 0,
setValue: (item: DefenseType, val: number) => { setValue: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.defense[item] = val selectedPlanet.value.defense[item as DefenseType] = val
updatePlayerPoints() updatePlayerPoints()
} }
}, },
onButtonClick: (item: DefenseType, val: number) => { onButtonClick: (item, val) => {
if (selectedPlanet.value) { if (selectedPlanet.value) {
selectedPlanet.value.defense[item] = (selectedPlanet.value.defense[item] || 0) + val selectedPlanet.value.defense[item as DefenseType] = (selectedPlanet.value.defense[item as DefenseType] || 0) + val
updatePlayerPoints() updatePlayerPoints()
} }
} }
@@ -465,27 +783,28 @@
{ label: `30${t('gmView.days')}`, value: 30 }, { label: `30${t('gmView.days')}`, value: 30 },
{ label: `365${t('gmView.days')}`, value: 365 } { label: `365${t('gmView.days')}`, value: 365 }
], ],
getItemName: (item: OfficerType) => OFFICERS.value[item].name, getItemName: item => OFFICERS.value[item as OfficerType].name,
getValue: (item: OfficerType) => officerDays.value[item] || 0, getValue: item => officerDays.value[item as OfficerType] || 0,
setValue: (item: OfficerType, val: number) => { setValue: (item, val) => {
officerDays.value[item] = val officerDays.value[item as OfficerType] = val
}, },
onButtonClick: (item: OfficerType, days: number) => { onButtonClick: (item, days) => {
officerDays.value[item] = days const officerType = item as OfficerType
officerDays.value[officerType] = days
const now = Date.now() const now = Date.now()
const expiresAt = now + days * 24 * 60 * 60 * 1000 const expiresAt = now + days * 24 * 60 * 60 * 1000
if (!gameStore.player.officers[item]) { if (!gameStore.player.officers[officerType]) {
gameStore.player.officers[item] = { gameStore.player.officers[officerType] = {
type: item, type: officerType,
active: true, active: true,
hiredAt: now, hiredAt: now,
expiresAt: expiresAt expiresAt: expiresAt
} }
} else { } else {
gameStore.player.officers[item].expiresAt = expiresAt gameStore.player.officers[officerType].expiresAt = expiresAt
gameStore.player.officers[item].active = true gameStore.player.officers[officerType].active = true
if (!gameStore.player.officers[item].hiredAt) { if (!gameStore.player.officers[officerType].hiredAt) {
gameStore.player.officers[item].hiredAt = now gameStore.player.officers[officerType].hiredAt = now
} }
} }
} }
@@ -659,11 +978,13 @@
const maxAllResources = () => { const maxAllResources = () => {
if (!selectedPlanet.value) return if (!selectedPlanet.value) return
const maxAmount = 1000000000000000000 // 计算当前星球的资源存储上限
selectedPlanet.value.resources.metal = maxAmount const capacity = publicLogic.getResourceCapacity(selectedPlanet.value, gameStore.player.officers)
selectedPlanet.value.resources.crystal = maxAmount
selectedPlanet.value.resources.deuterium = maxAmount selectedPlanet.value.resources.metal = capacity.metal
selectedPlanet.value.resources.darkMatter = maxAmount selectedPlanet.value.resources.crystal = capacity.crystal
selectedPlanet.value.resources.deuterium = capacity.deuterium
selectedPlanet.value.resources.darkMatter = capacity.darkMatter
toast.success(t('gmView.maxAllResourcesSuccess')) toast.success(t('gmView.maxAllResourcesSuccess'))
} }

View File

@@ -30,7 +30,7 @@
<p class="text-sm text-muted-foreground">{{ t('settings.importDataDesc') }}</p> <p class="text-sm text-muted-foreground">{{ t('settings.importDataDesc') }}</p>
</div> </div>
<div class="flex gap-2"> <div class="flex gap-2">
<input ref="fileInputRef" type="file" accept=".json" class="hidden" @change="handleFileSelect" /> <input ref="fileInputRef" type="file" accept=".json,application/json,text/plain" class="hidden" @change="handleFileSelect" />
<Button @click="triggerFileInput" variant="outline"> <Button @click="triggerFileInput" variant="outline">
<Upload class="mr-2 h-4 w-4" /> <Upload class="mr-2 h-4 w-4" />
{{ t('settings.selectFile') }} {{ t('settings.selectFile') }}
@@ -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'
@@ -590,18 +591,12 @@
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
try {
const permStatus = await Filesystem.checkPermissions() const permStatus = await Filesystem.checkPermissions()
if (permStatus.publicStorage !== 'granted') { if (permStatus.publicStorage === 'granted') {
const reqResult = await Filesystem.requestPermissions()
if (reqResult.publicStorage !== 'granted') {
toast.error(t('settings.storagePermissionDenied'))
return
}
}
const result = await Filesystem.writeFile({ const result = await Filesystem.writeFile({
path: `Download/${fileName}`, path: `Download/${fileName}`,
data: jsonString, data: jsonString,
@@ -610,11 +605,78 @@
}) })
toast.success(t('settings.exportSuccessWithPath', { path: result.uri })) toast.success(t('settings.exportSuccessWithPath', { path: result.uri }))
return return
}
// 尝试请求权限
const reqResult = await Filesystem.requestPermissions()
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
}
}
// 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 { } 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)