mirror of
https://github.com/setube/ogame-vue-ts.git
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773 lines
31 KiB
Vue
773 lines
31 KiB
Vue
<template>
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<div v-if="planet" class="container mx-auto p-4 sm:p-6 space-y-4 sm:space-y-6">
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<!-- 未解锁遮罩 -->
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<UnlockRequirement :required-building="BuildingType.Shipyard" :required-level="1" />
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<h1 class="text-2xl sm:text-3xl font-bold">{{ t('fleetView.title') }}</h1>
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<!-- 标签切换 -->
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<Tabs v-model="activeTab" class="w-full">
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<TabsList class="grid w-full grid-cols-3">
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<TabsTrigger value="fleet">{{ t('fleetView.fleetOverview') }}</TabsTrigger>
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<TabsTrigger value="send">{{ t('fleetView.sendFleet') }}</TabsTrigger>
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<TabsTrigger value="missions">
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{{ t('fleetView.flightMissions') }}
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<Badge v-if="gameStore.player.fleetMissions.length > 0" variant="destructive" class="ml-1">
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{{ gameStore.player.fleetMissions.length }}
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</Badge>
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</TabsTrigger>
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</TabsList>
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<!-- 舰队总览 -->
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<TabsContent value="fleet" class="mt-4">
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<Card>
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<CardHeader>
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<CardTitle>{{ t('fleetView.currentPlanetFleet') }}</CardTitle>
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<CardDescription>
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{{ planet.name }} [{{ planet.position.galaxy }}:{{ planet.position.system }}:{{ planet.position.position }}]
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</CardDescription>
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</CardHeader>
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<CardContent>
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<div class="grid grid-cols-2 sm:grid-cols-3 gap-3 sm:gap-4">
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<div v-for="(count, shipType) in planet.fleet" :key="shipType" class="p-3 sm:p-4 border rounded-lg space-y-2">
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<div class="flex justify-between items-start">
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<div>
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<h3 class="font-semibold text-sm sm:text-base">{{ SHIPS[shipType].name }}</h3>
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<p class="text-xl sm:text-2xl font-bold">{{ formatNumber(count) }}</p>
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</div>
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</div>
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<div class="text-xs sm:text-sm text-muted-foreground space-y-1">
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<p>{{ t('fleetView.attack') }}: {{ SHIPS[shipType].attack }}</p>
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<p>{{ t('fleetView.shield') }}: {{ SHIPS[shipType].shield }}</p>
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<p>{{ t('fleetView.armor') }}: {{ SHIPS[shipType].armor }}</p>
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<p>{{ t('fleetView.speed') }}: {{ formatNumber(SHIPS[shipType].speed) }}</p>
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<p>{{ t('fleetView.cargo') }}: {{ formatNumber(SHIPS[shipType].cargoCapacity) }}</p>
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</div>
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</div>
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</div>
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</CardContent>
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</Card>
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</TabsContent>
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<!-- 派遣舰队 -->
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<TabsContent value="send" class="mt-4 space-y-4">
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<!-- 舰队任务槽位信息 -->
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<Card>
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<CardContent class="py-4">
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<div class="flex justify-between items-center">
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<span class="text-sm font-medium">{{ t('fleetView.fleetMissionSlots') }}:</span>
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<span class="text-sm font-bold">{{ gameStore.player.fleetMissions.length }} / {{ maxFleetMissions }}</span>
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</div>
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</CardContent>
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</Card>
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<!-- 选择舰队 -->
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<Card>
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<CardHeader>
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<CardTitle>{{ t('fleetView.selectFleet') }}</CardTitle>
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<CardDescription>{{ t('fleetView.selectFleetDescription') }}</CardDescription>
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</CardHeader>
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<CardContent>
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<div class="grid grid-cols-1 sm:grid-cols-2 gap-3 sm:gap-4">
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<div v-for="(count, shipType) in planet.fleet" :key="shipType" class="space-y-2">
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<Label :for="`ship-${shipType}`" class="text-xs sm:text-sm">
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{{ SHIPS[shipType].name }} ({{ t('fleetView.available') }}: {{ count }})
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</Label>
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<div class="flex gap-2">
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<Input
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:id="`ship-${shipType}`"
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v-model.number="selectedFleet[shipType]"
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type="number"
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min="0"
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:max="count"
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placeholder="0"
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class="text-sm"
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/>
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<Button @click="selectedFleet[shipType] = count" variant="outline" size="sm">{{ t('fleetView.all') }}</Button>
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</div>
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</div>
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</div>
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</CardContent>
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</Card>
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<!-- 目标坐标 -->
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<Card>
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<CardHeader>
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<CardTitle>{{ t('fleetView.targetCoordinates') }}</CardTitle>
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</CardHeader>
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<CardContent>
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<div class="grid grid-cols-3 gap-2 sm:gap-4">
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<div class="space-y-2">
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<Label for="galaxy" class="text-xs sm:text-sm">{{ t('fleetView.galaxy') }}</Label>
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<Input id="galaxy" v-model.number="targetPosition.galaxy" type="number" min="1" max="9" placeholder="1" />
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</div>
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<div class="space-y-2">
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<Label for="system" class="text-xs sm:text-sm">{{ t('fleetView.system') }}</Label>
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<Input id="system" v-model.number="targetPosition.system" type="number" min="1" max="10" placeholder="1" />
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</div>
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<div class="space-y-2">
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<Label for="position" class="text-xs sm:text-sm">{{ t('fleetView.position') }}</Label>
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<Input id="position" v-model.number="targetPosition.position" type="number" min="1" max="10" placeholder="1" />
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</div>
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</div>
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</CardContent>
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</Card>
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<!-- 任务类型 -->
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<Card>
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<CardHeader>
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<CardTitle>{{ t('fleetView.missionType') }}</CardTitle>
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</CardHeader>
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<CardContent>
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<div class="grid grid-cols-2 sm:grid-cols-3 gap-2">
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<Button
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v-for="mission in availableMissions"
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:key="mission.type"
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@click="selectedMission = mission.type"
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:variant="selectedMission === mission.type ? 'default' : 'outline'"
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class="justify-start"
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>
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<component :is="mission.icon" class="h-4 w-4 mr-2" />
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{{ mission.name }}
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</Button>
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</div>
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</CardContent>
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</Card>
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<!-- 运输资源(仅运输任务) -->
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<Card v-if="selectedMission === MissionType.Transport">
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<CardHeader>
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<CardTitle>{{ t('fleetView.transportResources') }}</CardTitle>
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</CardHeader>
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<CardContent>
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<!-- 赠送模式切换(仅当目标是NPC星球时显示) -->
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<div v-if="targetNpc" class="mb-4 p-3 border rounded-lg bg-muted/50">
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<div class="flex items-center gap-2 mb-2">
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<Checkbox id="gift-mode" :default-value="isGiftMode" />
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<Label for="gift-mode" class="flex items-center gap-2 cursor-pointer">
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<Gift class="h-4 w-4" />
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{{ t('fleetView.giftMode') }}
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</Label>
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</div>
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<p class="text-xs text-muted-foreground">{{ t('fleetView.giftModeDescription') }} {{ targetNpc.name }}</p>
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<div v-if="isGiftMode && (cargo.metal > 0 || cargo.crystal > 0 || cargo.deuterium > 0)" class="mt-2 text-xs">
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<span class="text-muted-foreground">{{ t('fleetView.estimatedReputationGain') }}:</span>
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<span class="ml-1 font-semibold text-green-600 dark:text-green-400">+{{ calculateGiftReputation() }}</span>
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</div>
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</div>
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<div class="grid grid-cols-1 sm:grid-cols-3 gap-3 sm:gap-4">
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<div class="space-y-2">
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<Label for="cargo-metal" class="text-xs sm:text-sm flex items-center gap-2">
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<ResourceIcon type="metal" size="sm" />
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{{ t('resources.metal') }} ({{ t('fleetView.available') }}: {{ formatNumber(planet.resources.metal) }})
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</Label>
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<Input id="cargo-metal" v-model.number="cargo.metal" type="number" min="0" :max="planet.resources.metal" placeholder="0" />
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</div>
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<div class="space-y-2">
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<Label for="cargo-crystal" class="text-xs sm:text-sm flex items-center gap-2">
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<ResourceIcon type="crystal" size="sm" />
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{{ t('resources.crystal') }} ({{ t('fleetView.available') }}: {{ formatNumber(planet.resources.crystal) }})
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</Label>
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<Input
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id="cargo-crystal"
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v-model.number="cargo.crystal"
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type="number"
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min="0"
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:max="planet.resources.crystal"
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placeholder="0"
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/>
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</div>
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<div class="space-y-2">
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<Label for="cargo-deuterium" class="text-xs sm:text-sm flex items-center gap-2">
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<ResourceIcon type="deuterium" size="sm" />
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{{ t('resources.deuterium') }} ({{ t('fleetView.available') }}: {{ formatNumber(planet.resources.deuterium) }})
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</Label>
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<Input
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id="cargo-deuterium"
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v-model.number="cargo.deuterium"
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type="number"
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min="0"
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:max="planet.resources.deuterium"
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placeholder="0"
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/>
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</div>
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</div>
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<p class="text-xs sm:text-sm text-muted-foreground mt-2">
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{{ t('fleetView.totalCargoCapacity') }}: {{ formatNumber(getTotalCargoCapacity()) }} | {{ t('fleetView.used') }}:
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{{ formatNumber(getTotalCargo()) }}
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</p>
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</CardContent>
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</Card>
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<!-- 任务信息 -->
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<Card>
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<CardHeader>
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<CardTitle>{{ t('fleetView.missionInfo') }}</CardTitle>
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</CardHeader>
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<CardContent class="space-y-2">
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<div class="flex justify-between text-xs sm:text-sm">
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<span class="text-muted-foreground">{{ t('fleetView.fuelConsumption') }}:</span>
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<span class="flex items-center gap-1.5">
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<ResourceIcon type="deuterium" size="sm" />
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<span :class="getFuelConsumption() > planet.resources.deuterium ? 'text-red-600 dark:text-red-400 font-medium' : ''">
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{{ formatNumber(getFuelConsumption()) }}
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</span>
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<span class="text-muted-foreground">/ {{ formatNumber(planet.resources.deuterium) }}</span>
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</span>
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</div>
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<div v-if="Object.values(selectedFleet).some(c => c > 0)" class="flex justify-between text-xs sm:text-sm">
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<span class="text-muted-foreground">{{ t('fleetView.flightTime') }}:</span>
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<span>{{ formatTime(getFlightTime()) }}</span>
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</div>
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</CardContent>
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</Card>
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<!-- 派遣按钮 -->
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<Button @click="handleSendFleet" :disabled="!canSendFleet()" class="w-full" size="lg">{{ t('fleetView.sendFleet') }}</Button>
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</TabsContent>
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<!-- 飞行任务 -->
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<TabsContent value="missions" class="mt-4 space-y-4">
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<Card v-if="gameStore.player.fleetMissions.length === 0">
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<CardContent class="py-8 text-center text-muted-foreground">{{ t('fleetView.noFlightMissions') }}</CardContent>
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</Card>
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<Card v-for="mission in gameStore.player.fleetMissions" :key="mission.id">
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<CardHeader>
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<div class="flex justify-between items-start">
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<div>
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<CardTitle class="text-base sm:text-lg">{{ getMissionName(mission.missionType) }}</CardTitle>
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<CardDescription class="text-xs sm:text-sm">
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{{ getPlanetName(mission.originPlanetId) }} → [{{ mission.targetPosition.galaxy }}:{{ mission.targetPosition.system }}:{{
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mission.targetPosition.position
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}}]
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</CardDescription>
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</div>
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<Badge :variant="mission.status === 'outbound' ? 'default' : 'secondary'">
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{{ mission.status === 'outbound' ? t('fleetView.outbound') : t('fleetView.returning') }}
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</Badge>
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</div>
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</CardHeader>
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<CardContent class="space-y-3">
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<!-- 舰队组成 -->
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<div>
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<p class="text-xs sm:text-sm font-medium mb-2">{{ t('fleetView.fleetComposition') }}:</p>
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<div class="flex flex-wrap gap-2">
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<Badge v-for="(count, shipType) in mission.fleet" :key="shipType" variant="outline">
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{{ SHIPS[shipType].name }}: {{ count }}
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</Badge>
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</div>
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</div>
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<!-- 携带资源 -->
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<div v-if="mission.cargo.metal > 0 || mission.cargo.crystal > 0 || mission.cargo.deuterium > 0 || mission.cargo.darkMatter > 0">
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<p class="text-xs sm:text-sm font-medium mb-2">{{ t('fleetView.carryingResources') }}:</p>
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<div class="flex flex-wrap gap-2 text-xs">
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<span v-if="mission.cargo.metal > 0" class="flex items-center gap-1">
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<ResourceIcon type="metal" size="sm" />
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{{ formatNumber(mission.cargo.metal) }}
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</span>
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<span v-if="mission.cargo.crystal > 0" class="flex items-center gap-1">
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<ResourceIcon type="crystal" size="sm" />
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{{ formatNumber(mission.cargo.crystal) }}
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</span>
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<span v-if="mission.cargo.deuterium > 0" class="flex items-center gap-1">
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<ResourceIcon type="deuterium" size="sm" />
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{{ formatNumber(mission.cargo.deuterium) }}
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</span>
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<span v-if="mission.cargo.darkMatter > 0" class="flex items-center gap-1">
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<ResourceIcon type="darkMatter" size="sm" />
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{{ formatNumber(mission.cargo.darkMatter) }}
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</span>
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</div>
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</div>
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<!-- 进度条 -->
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<div class="space-y-2">
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<div class="flex justify-between text-xs sm:text-sm">
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<span>{{ mission.status === 'outbound' ? t('fleetView.arrivalTime') : t('fleetView.returnTime') }}:</span>
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<span>{{ formatTime(getRemainingTime(mission)) }}</span>
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</div>
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<Progress :model-value="getMissionProgress(mission)" />
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</div>
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<!-- 操作 -->
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<div class="flex gap-2">
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<Button
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v-if="mission.status === 'outbound'"
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@click="handleRecallFleet(mission.id)"
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variant="outline"
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size="sm"
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class="w-full"
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>
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{{ t('fleetView.recallFleet') }}
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</Button>
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<Button
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v-if="mission.status === 'returning' || mission.status === 'arrived'"
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@click="handleAbortMission(mission.id)"
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variant="destructive"
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size="sm"
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class="w-full"
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>
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{{ t('fleetView.abortMission') }}
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</Button>
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</div>
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</CardContent>
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</Card>
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</TabsContent>
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</Tabs>
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<!-- 提示对话框 -->
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<AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event">
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<AlertDialogContent>
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<AlertDialogHeader>
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<AlertDialogTitle>{{ alertDialogTitle }}</AlertDialogTitle>
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<AlertDialogDescription class="whitespace-pre-line">
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{{ alertDialogMessage }}
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</AlertDialogDescription>
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</AlertDialogHeader>
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<AlertDialogFooter>
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<AlertDialogCancel v-if="alertDialogCallback">{{ t('common.cancel') }}</AlertDialogCancel>
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<AlertDialogAction @click="handleAlertConfirm">{{ t('common.confirm') }}</AlertDialogAction>
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</AlertDialogFooter>
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</AlertDialogContent>
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</AlertDialog>
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</div>
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</template>
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<script setup lang="ts">
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import { useGameStore } from '@/stores/gameStore'
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import { useUniverseStore } from '@/stores/universeStore'
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import { useNPCStore } from '@/stores/npcStore'
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import { useI18n } from '@/composables/useI18n'
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import { useGameConfig } from '@/composables/useGameConfig'
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import { computed, ref, onMounted, onUnmounted, watch } from 'vue'
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import { useRoute, useRouter } from 'vue-router'
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import { ShipType, MissionType, BuildingType } from '@/types/game'
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import type { Fleet, Resources } from '@/types/game'
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import { Card, CardContent, CardDescription, CardHeader, CardTitle } from '@/components/ui/card'
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import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
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import { Button } from '@/components/ui/button'
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import { Input } from '@/components/ui/input'
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import { Label } from '@/components/ui/label'
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import { Badge } from '@/components/ui/badge'
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import { Progress } from '@/components/ui/progress'
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import { Checkbox } from '@/components/ui/checkbox'
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import ResourceIcon from '@/components/ResourceIcon.vue'
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import {
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AlertDialog,
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AlertDialogAction,
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AlertDialogCancel,
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AlertDialogContent,
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AlertDialogDescription,
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AlertDialogFooter,
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AlertDialogHeader,
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AlertDialogTitle
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} from '@/components/ui/alert-dialog'
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import UnlockRequirement from '@/components/UnlockRequirement.vue'
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import { Sword, Package, Rocket as RocketIcon, Eye, Users, Recycle, Skull, Gift } from 'lucide-vue-next'
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import { formatNumber, formatTime } from '@/utils/format'
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import * as shipValidation from '@/logic/shipValidation'
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import * as fleetLogic from '@/logic/fleetLogic'
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import * as shipLogic from '@/logic/shipLogic'
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import * as officerLogic from '@/logic/officerLogic'
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import * as publicLogic from '@/logic/publicLogic'
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import * as diplomaticLogic from '@/logic/diplomaticLogic'
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const route = useRoute()
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const router = useRouter()
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const gameStore = useGameStore()
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const universeStore = useUniverseStore()
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const npcStore = useNPCStore()
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const { t } = useI18n()
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const { SHIPS } = useGameConfig()
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const planet = computed(() => gameStore.currentPlanet)
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// AlertDialog 状态
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const alertDialogOpen = ref(false)
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const alertDialogTitle = ref('')
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const alertDialogMessage = ref('')
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const alertDialogCallback = ref<(() => void) | null>(null)
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// 当前时间(响应式)
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const currentTime = ref(Date.now())
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let timeInterval: number | null = null
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// 计算最大舰队任务槽位
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const maxFleetMissions = computed(() => {
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const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
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return publicLogic.getMaxFleetMissions(bonuses.additionalFleetSlots)
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})
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const activeTab = ref<'fleet' | 'send' | 'missions'>('fleet')
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// 选择的舰队
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const selectedFleet = ref<Partial<Fleet>>({
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[ShipType.LightFighter]: 0,
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[ShipType.HeavyFighter]: 0,
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[ShipType.Cruiser]: 0,
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[ShipType.Battleship]: 0,
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[ShipType.SmallCargo]: 0,
|
||
[ShipType.LargeCargo]: 0,
|
||
[ShipType.ColonyShip]: 0,
|
||
[ShipType.Recycler]: 0,
|
||
[ShipType.EspionageProbe]: 0,
|
||
[ShipType.DarkMatterHarvester]: 0,
|
||
[ShipType.Deathstar]: 0
|
||
})
|
||
|
||
// 目标坐标
|
||
const targetPosition = ref({ galaxy: 1, system: 1, position: 1 })
|
||
|
||
// 选择的任务类型
|
||
const selectedMission = ref<MissionType>(MissionType.Attack)
|
||
|
||
// 运输资源
|
||
const cargo = ref({ metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 })
|
||
|
||
// 从 URL query 参数初始化
|
||
onMounted(() => {
|
||
// 启动定时器更新当前时间
|
||
timeInterval = window.setInterval(() => {
|
||
currentTime.value = Date.now()
|
||
}, 1000) // 每秒更新一次
|
||
|
||
const { galaxy, system, position, mission, gift } = route.query
|
||
|
||
// 如果有参数,填充数据
|
||
if (galaxy || system || position) {
|
||
// 设置目标坐标
|
||
if (galaxy) targetPosition.value.galaxy = Number(galaxy)
|
||
if (system) targetPosition.value.system = Number(system)
|
||
if (position) targetPosition.value.position = Number(position)
|
||
|
||
// 设置任务类型
|
||
if (mission === 'spy') {
|
||
selectedMission.value = MissionType.Spy
|
||
} else if (mission === 'attack') {
|
||
selectedMission.value = MissionType.Attack
|
||
} else if (mission === 'colonize') {
|
||
selectedMission.value = MissionType.Colonize
|
||
} else if (gift === '1') {
|
||
// 如果有gift参数,设置为运输任务并启用赠送模式
|
||
selectedMission.value = MissionType.Transport
|
||
isGiftMode.value = true
|
||
}
|
||
|
||
// 自动切换到派遣舰队标签
|
||
activeTab.value = 'send'
|
||
|
||
// 清除 URL 参数,保持 URL 整洁
|
||
router.replace({ path: '/fleet' })
|
||
}
|
||
})
|
||
|
||
// 清理定时器
|
||
onUnmounted(() => {
|
||
if (timeInterval) {
|
||
clearInterval(timeInterval)
|
||
}
|
||
})
|
||
|
||
// 检查目标是否为NPC星球
|
||
const targetNpc = computed(() => {
|
||
return npcStore.npcs.find(npc =>
|
||
npc.planets.some(
|
||
p =>
|
||
p.position.galaxy === targetPosition.value.galaxy &&
|
||
p.position.system === targetPosition.value.system &&
|
||
p.position.position === targetPosition.value.position
|
||
)
|
||
)
|
||
})
|
||
|
||
// 是否为赠送模式
|
||
const isGiftMode = ref(false)
|
||
|
||
// 监听目标NPC变化,当目标不再是NPC时自动禁用赠送模式
|
||
watch(targetNpc, newValue => {
|
||
if (!newValue && isGiftMode.value) {
|
||
isGiftMode.value = false
|
||
}
|
||
})
|
||
|
||
// 计算赠送的预估好感度增加值
|
||
const calculateGiftReputation = (): number => {
|
||
return diplomaticLogic.calculateGiftReputationGain(cargo.value)
|
||
}
|
||
|
||
// 可用任务类型
|
||
const availableMissions = computed(() => [
|
||
{ type: MissionType.Attack, name: t('fleetView.attackMission'), icon: Sword },
|
||
{ type: MissionType.Transport, name: t('fleetView.transport'), icon: Package },
|
||
{ type: MissionType.Colonize, name: t('fleetView.colonize'), icon: RocketIcon },
|
||
{ type: MissionType.Spy, name: t('fleetView.spy'), icon: Eye },
|
||
{ type: MissionType.Deploy, name: t('fleetView.deploy'), icon: Users },
|
||
{ type: MissionType.Recycle, name: t('fleetView.recycle'), icon: Recycle },
|
||
{ type: MissionType.Destroy, name: t('fleetView.destroy'), icon: Skull }
|
||
])
|
||
|
||
// 获取任务名称
|
||
const getMissionName = (type: MissionType): string => {
|
||
const mission = availableMissions.value.find(m => m.type === type)
|
||
return mission?.name || type
|
||
}
|
||
|
||
// 获取星球名称
|
||
const getPlanetName = (planetId: string): string => {
|
||
const p = gameStore.player.planets.find(p => p.id === planetId)
|
||
return p?.name || t('fleetView.unknownPlanet')
|
||
}
|
||
|
||
// 计算总载货量
|
||
const getTotalCargoCapacity = (): number => {
|
||
let total = 0
|
||
for (const [shipType, count] of Object.entries(selectedFleet.value)) {
|
||
if (count > 0) {
|
||
const config = SHIPS.value[shipType as ShipType]
|
||
total += config.cargoCapacity * count
|
||
}
|
||
}
|
||
return total
|
||
}
|
||
|
||
// 计算总货物
|
||
const getTotalCargo = (): number => {
|
||
return cargo.value.metal + cargo.value.crystal + cargo.value.deuterium + cargo.value.darkMatter
|
||
}
|
||
|
||
// 计算燃料消耗(包含货物重量影响)
|
||
const getFuelConsumption = (): number => {
|
||
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
|
||
return shipLogic.calculateFleetFuelConsumption(selectedFleet.value, bonuses.fuelConsumptionReduction, cargo.value)
|
||
}
|
||
|
||
// 计算飞行时间
|
||
const getFlightTime = (): number => {
|
||
if (!planet.value) return 0
|
||
const distance = fleetLogic.calculateDistance(planet.value.position, targetPosition.value)
|
||
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
|
||
const minSpeed = shipLogic.calculateFleetMinSpeed(selectedFleet.value, bonuses.fleetSpeedBonus)
|
||
return fleetLogic.calculateFlightTime(distance, minSpeed)
|
||
}
|
||
|
||
// 检查是否可以派遣
|
||
const canSendFleet = (): { valid: boolean; errorKey?: string } => {
|
||
// 检查是否选择了舰船
|
||
const hasShips = Object.values(selectedFleet.value).some(count => count > 0)
|
||
if (!hasShips) return { valid: false, errorKey: 'fleetView.noShipsSelected' }
|
||
|
||
// 检查是否派遣到自己的星球
|
||
// 回收任务和部署任务除外(回收残骸可能在同位置,部署可能到自己的月球)
|
||
if (planet.value && selectedMission.value !== MissionType.Recycle && selectedMission.value !== MissionType.Deploy) {
|
||
const isSamePlanet =
|
||
targetPosition.value.galaxy === planet.value.position.galaxy &&
|
||
targetPosition.value.system === planet.value.position.system &&
|
||
targetPosition.value.position === planet.value.position.position
|
||
if (isSamePlanet) {
|
||
return { valid: false, errorKey: 'fleetView.cannotSendToOwnPlanet' }
|
||
}
|
||
}
|
||
|
||
// 检查载货量
|
||
if (selectedMission.value === MissionType.Transport) {
|
||
if (getTotalCargo() > getTotalCargoCapacity()) {
|
||
return { valid: false, errorKey: 'fleetView.cargoExceedsCapacity' }
|
||
}
|
||
}
|
||
|
||
// 检查殖民船
|
||
if (selectedMission.value === MissionType.Colonize) {
|
||
if (!selectedFleet.value[ShipType.ColonyShip] || (selectedFleet.value[ShipType.ColonyShip] ?? 0) < 1) {
|
||
return { valid: false, errorKey: 'fleetView.noColonyShip' }
|
||
}
|
||
}
|
||
|
||
// 检查回收任务是否有残骸
|
||
if (selectedMission.value === MissionType.Recycle) {
|
||
const debrisId = `debris_${targetPosition.value.galaxy}_${targetPosition.value.system}_${targetPosition.value.position}`
|
||
const debrisField = universeStore.debrisFields[debrisId]
|
||
if (!debrisField || (debrisField.resources.metal === 0 && debrisField.resources.crystal === 0)) {
|
||
return { valid: false, errorKey: 'fleetView.noDebrisAtTarget' }
|
||
}
|
||
}
|
||
|
||
// 检查毁灭任务是否有死星
|
||
if (selectedMission.value === MissionType.Destroy) {
|
||
if (!selectedFleet.value[ShipType.Deathstar] || (selectedFleet.value[ShipType.Deathstar] ?? 0) < 1) {
|
||
return { valid: false, errorKey: 'fleetView.noDeathstar' }
|
||
}
|
||
}
|
||
|
||
return { valid: true }
|
||
}
|
||
|
||
const sendFleet = (
|
||
targetPosition: { galaxy: number; system: number; position: number },
|
||
missionType: MissionType,
|
||
fleet: Partial<Fleet>,
|
||
cargo: Resources = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
|
||
): boolean => {
|
||
if (!gameStore.currentPlanet) return false
|
||
const currentMissions = gameStore.player.fleetMissions.length
|
||
const validation = shipValidation.validateFleetDispatch(
|
||
gameStore.currentPlanet,
|
||
fleet,
|
||
cargo,
|
||
gameStore.player.officers,
|
||
currentMissions
|
||
)
|
||
if (!validation.valid) return false
|
||
const shouldDeductCargo = missionType === MissionType.Transport
|
||
shipValidation.executeFleetDispatch(gameStore.currentPlanet, fleet, validation.fuelNeeded!, shouldDeductCargo, cargo)
|
||
const distance = fleetLogic.calculateDistance(gameStore.currentPlanet.position, targetPosition)
|
||
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
|
||
const minSpeed = shipLogic.calculateFleetMinSpeed(fleet, bonuses.fleetSpeedBonus)
|
||
const flightTime = fleetLogic.calculateFlightTime(distance, minSpeed)
|
||
const mission = fleetLogic.createFleetMission(
|
||
gameStore.player.id,
|
||
gameStore.currentPlanet.id,
|
||
targetPosition,
|
||
missionType,
|
||
fleet,
|
||
cargo,
|
||
flightTime
|
||
)
|
||
|
||
// 如果是赠送模式,标记任务
|
||
if (missionType === MissionType.Transport && isGiftMode.value && targetNpc.value) {
|
||
mission.isGift = true
|
||
mission.giftTargetNpcId = targetNpc.value.id
|
||
}
|
||
|
||
gameStore.player.fleetMissions.push(mission)
|
||
return true
|
||
}
|
||
|
||
// 派遣舰队
|
||
const handleSendFleet = () => {
|
||
if (!planet.value) return
|
||
|
||
// 验证是否可以派遣
|
||
const validation = canSendFleet()
|
||
if (!validation.valid) {
|
||
alertDialogTitle.value = t('fleetView.sendFailed')
|
||
alertDialogMessage.value = validation.errorKey ? t(validation.errorKey) : t('fleetView.sendFailedMessage')
|
||
alertDialogOpen.value = true
|
||
return
|
||
}
|
||
|
||
// 过滤出实际选择的舰船
|
||
const fleet: Partial<Fleet> = {}
|
||
for (const [shipType, count] of Object.entries(selectedFleet.value)) {
|
||
if (count > 0) {
|
||
fleet[shipType as ShipType] = count
|
||
}
|
||
}
|
||
|
||
const success = sendFleet(
|
||
targetPosition.value,
|
||
selectedMission.value,
|
||
fleet,
|
||
selectedMission.value === MissionType.Transport ? cargo.value : undefined
|
||
)
|
||
|
||
if (success) {
|
||
// 重置选择
|
||
Object.keys(selectedFleet.value).forEach(key => {
|
||
selectedFleet.value[key as ShipType] = 0
|
||
})
|
||
cargo.value = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
|
||
isGiftMode.value = false
|
||
activeTab.value = 'missions'
|
||
} else {
|
||
alertDialogTitle.value = t('fleetView.sendFailed')
|
||
alertDialogMessage.value = t('fleetView.sendFailedMessage')
|
||
alertDialogOpen.value = true
|
||
}
|
||
}
|
||
|
||
const recallFleet = (missionId: string): boolean => {
|
||
const mission = gameStore.player.fleetMissions.find(m => m.id === missionId)
|
||
if (!mission) return false
|
||
return fleetLogic.recallFleetMission(mission, Date.now())
|
||
}
|
||
|
||
// 召回舰队
|
||
const handleRecallFleet = (missionId: string) => {
|
||
const success = recallFleet(missionId)
|
||
if (!success) {
|
||
alertDialogTitle.value = t('fleetView.recallFailed')
|
||
alertDialogMessage.value = t('fleetView.recallFailedMessage')
|
||
alertDialogCallback.value = null
|
||
alertDialogOpen.value = true
|
||
}
|
||
}
|
||
|
||
// 处理终止任务(返航中)
|
||
const handleAbortMission = (missionId: string) => {
|
||
const mission = gameStore.player.fleetMissions.find(m => m.id === missionId)
|
||
if (!mission) return
|
||
|
||
// 计算损失资源总量
|
||
const totalResources = mission.cargo.metal + mission.cargo.crystal + mission.cargo.deuterium + mission.cargo.darkMatter
|
||
|
||
// 计算舰队总数
|
||
const totalShips = Object.values(mission.fleet).reduce((sum, count) => sum + count, 0)
|
||
|
||
alertDialogTitle.value = t('fleetView.abortMissionTitle')
|
||
alertDialogMessage.value = t('fleetView.abortMissionWarning', {
|
||
ships: totalShips.toString(),
|
||
resources: formatNumber(totalResources)
|
||
})
|
||
alertDialogCallback.value = () => {
|
||
abortMission(missionId)
|
||
}
|
||
alertDialogOpen.value = true
|
||
}
|
||
|
||
// 终止任务(不返还任何东西)
|
||
const abortMission = (missionId: string) => {
|
||
const missionIndex = gameStore.player.fleetMissions.findIndex(m => m.id === missionId)
|
||
if (missionIndex > -1) {
|
||
gameStore.player.fleetMissions.splice(missionIndex, 1)
|
||
alertDialogTitle.value = t('fleetView.abortMissionSuccess')
|
||
alertDialogMessage.value = t('fleetView.abortMissionSuccessMessage')
|
||
alertDialogCallback.value = null
|
||
alertDialogOpen.value = true
|
||
}
|
||
}
|
||
|
||
// 处理 AlertDialog 确认
|
||
const handleAlertConfirm = () => {
|
||
if (alertDialogCallback.value) {
|
||
alertDialogCallback.value()
|
||
alertDialogCallback.value = null
|
||
}
|
||
alertDialogOpen.value = false
|
||
}
|
||
|
||
// 获取任务剩余时间
|
||
const getRemainingTime = (mission: any): number => {
|
||
const now = currentTime.value
|
||
const targetTime = mission.status === 'outbound' ? mission.arrivalTime : mission.returnTime
|
||
return Math.max(0, (targetTime - now) / 1000)
|
||
}
|
||
|
||
// 获取任务进度
|
||
const getMissionProgress = (mission: any): number => {
|
||
const now = currentTime.value
|
||
if (mission.status === 'outbound') {
|
||
const total = mission.arrivalTime - mission.departureTime
|
||
const elapsed = now - mission.departureTime
|
||
return Math.max(0, Math.min(100, (elapsed / total) * 100))
|
||
} else {
|
||
const departTime = mission.arrivalTime
|
||
const total = mission.returnTime - departTime
|
||
const elapsed = now - departTime
|
||
return Math.max(0, Math.min(100, (elapsed / total) * 100))
|
||
}
|
||
}
|
||
</script>
|