Files
ogame-vue-ts/src/App.vue
谦君 53d5216e88 fix: 优化NPC冷却与成长平衡及多语言提示
为NPC初始化和数据迁移时增加侦查/攻击冷却的随机延迟,避免所有NPC同时行动。调整NPC成长难度参数,降低前期NPC威胁,提升平滑度。修正多语言包中侦查被发现提示内容。优化舰队警报弹窗滚动体验。
2025-12-18 04:41:52 +08:00

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<template>
<SidebarProvider :open="sidebarOpen" @update:open="handleSidebarOpenChange">
<Sidebar collapsible="icon">
<!-- Logo -->
<SidebarHeader class="border-b">
<div class="flex items-center justify-center p-4 group-data-[collapsible=icon]:p-2">
<img src="@/assets/logo.svg" class="w-10 group-data-[collapsible=icon]:w-8" />
<h1 class="text-xl font-bold ml-2 group-data-[collapsible=icon]:hidden">{{ pkg.title }}</h1>
</div>
</SidebarHeader>
<SidebarContent>
<!-- 星球信息 -->
<SidebarGroup v-if="planet" class="border-b group-data-[collapsible=icon]:hidden">
<div class="px-4 py-3 space-y-2 text-sm">
<!-- 星球切换器 -->
<Popover>
<PopoverTrigger as-child>
<Button
data-tutorial="planet-selector"
variant="outline"
class="w-full justify-between h-auto px-3 py-2.5 border-2 hover:bg-accent hover:border-primary transition-colors"
>
<div class="flex items-start gap-2.5 flex-1 min-w-0">
<Globe class="h-5 w-5 flex-shrink-0 mt-0.5 text-primary" />
<div class="flex-1 min-w-0 text-left">
<div class="text-[10px] text-muted-foreground uppercase tracking-wider mb-0.5">
{{ t('planet.currentPlanet') }}
</div>
<div class="flex items-center gap-1.5 mb-0.5">
<span class="truncate font-semibold text-sm">{{ planet.name }}</span>
<Badge v-if="planet.isMoon" variant="secondary" class="text-[10px] px-1 py-0 h-4">
{{ t('planet.moon') }}
</Badge>
</div>
<div class="text-[11px] text-muted-foreground">
[{{ planet.position.galaxy }}:{{ planet.position.system }}:{{ planet.position.position }}]
</div>
</div>
</div>
<ChevronsUpDown class="h-4 w-4 flex-shrink-0 text-muted-foreground ml-2" />
</Button>
</PopoverTrigger>
<PopoverContent class="w-72 p-0" side="bottom" align="start">
<div class="p-2">
<div class="px-2 py-1.5 mb-1 text-xs font-semibold text-muted-foreground">
{{ t('planet.switchPlanet') }}
</div>
<div class="space-y-0.5 max-h-80 overflow-y-auto">
<Button
v-for="p in gameStore.player.planets"
:key="p.id"
@click="switchToPlanet(p.id)"
:variant="p.id === planet.id ? 'secondary' : 'ghost'"
class="w-full justify-start h-auto py-2 px-2"
size="sm"
>
<div class="flex items-start gap-2 w-full min-w-0">
<Globe class="h-4 w-4 flex-shrink-0 mt-0.5" :class="p.id === planet.id ? 'text-primary' : ''" />
<div class="flex-1 min-w-0 text-left">
<div class="flex items-center gap-1.5 mb-0.5">
<span class="truncate font-medium text-sm">{{ p.name }}</span>
<Badge v-if="p.isMoon" variant="outline" class="text-[10px] px-1 py-0 h-4">
{{ t('planet.moon') }}
</Badge>
</div>
<div class="text-[11px] text-muted-foreground">
[{{ p.position.galaxy }}:{{ p.position.system }}:{{ p.position.position }}]
</div>
</div>
</div>
</Button>
</div>
</div>
</PopoverContent>
</Popover>
<!-- 玩家积分显示 -->
<div class="bg-muted/50 rounded-lg p-2">
<div class="flex items-center justify-between">
<span class="text-xs text-muted-foreground">{{ t('player.points') }}</span>
<span class="text-sm font-bold text-primary">{{ formatNumber(gameStore.player.points) }}</span>
</div>
</div>
<!-- 月球切换按钮 -->
<div v-if="hasMoon || planet.isMoon" class="flex gap-1">
<Button v-if="planet.isMoon" @click="switchToParentPlanet" variant="outline" size="sm" class="w-full text-xs h-7">
{{ t('planet.backToPlanet') }}
</Button>
<Button v-else-if="moon" @click="switchToMoon" variant="outline" size="sm" class="w-full text-xs h-7">
{{ t('planet.switchToMoon') }}
</Button>
</div>
</div>
</SidebarGroup>
<!-- 导航菜单 -->
<SidebarGroup data-tutorial="navigation">
<SidebarMenu>
<SidebarMenuItem v-for="item in navItems" :key="item.path">
<SidebarMenuButton
:data-nav-path="item.path"
:is-active="$route.path === item.path"
:tooltip="item.name.value"
@click="handleNavClick(item.path, $event)"
>
<component :is="item.icon" />
<span>{{ item.name.value }}</span>
<!-- 未读消息数量 -->
<SidebarMenuBadge
v-if="item.path === '/messages' && unreadMessagesCount > 0"
class="bg-destructive text-destructive-foreground"
>
{{ unreadMessagesCount }}
</SidebarMenuBadge>
<!-- 正在执行的舰队任务数量 -->
<SidebarMenuBadge v-if="item.path === '/fleet' && activeFleetMissionsCount > 0" class="bg-primary text-primary-foreground">
{{ activeFleetMissionsCount }}
</SidebarMenuBadge>
<!-- 未读外交报告数量 -->
<SidebarMenuBadge
v-if="item.path === '/diplomacy' && unreadDiplomaticReportsCount > 0"
class="bg-destructive text-destructive-foreground"
>
{{ unreadDiplomaticReportsCount }}
</SidebarMenuBadge>
</SidebarMenuButton>
</SidebarMenuItem>
</SidebarMenu>
</SidebarGroup>
</SidebarContent>
<!-- 底部设置 -->
<SidebarFooter class="border-t">
<SidebarMenu>
<!-- 语言切换 -->
<SidebarMenuItem>
<Popover>
<PopoverTrigger as-child>
<SidebarMenuButton :tooltip="localeNames[gameStore.locale]">
<Languages />
<span>{{ localeNames[gameStore.locale] }}</span>
</SidebarMenuButton>
</PopoverTrigger>
<PopoverContent
class="w-48 p-2"
:side="sidebarOpen || innerWidth < 768 ? 'top' : 'right'"
:align="sidebarOpen || innerWidth < 768 ? 'center' : 'end'"
>
<div class="space-y-1">
<Button
v-for="locale in locales"
:key="locale"
@click="gameStore.locale = locale"
:variant="gameStore.locale === locale ? 'secondary' : 'ghost'"
class="w-full justify-start"
size="sm"
>
{{ localeNames[locale] }}
</Button>
</div>
</PopoverContent>
</Popover>
</SidebarMenuItem>
<!-- 夜间模式切换 -->
<SidebarMenuItem>
<SidebarMenuButton @click="isDark = !isDark" :tooltip="isDark ? t('sidebar.lightMode') : t('sidebar.darkMode')">
<Sun v-if="isDark" />
<Moon v-else />
<span>{{ isDark ? t('sidebar.lightMode') : t('sidebar.darkMode') }}</span>
</SidebarMenuButton>
</SidebarMenuItem>
<!-- 折叠按钮 -->
<SidebarMenuItem class="hidden sm:inline">
<SidebarMenuButton @click="toggleSidebar" :tooltip="sidebarOpen ? t('sidebar.collapse') : t('sidebar.expand')">
<ChevronsLeft class="group-data-[state=collapsed]:rotate-180 transition-transform" />
<span>{{ t('sidebar.collapse') }}</span>
</SidebarMenuButton>
</SidebarMenuItem>
</SidebarMenu>
</SidebarFooter>
</Sidebar>
<!-- 主内容区 -->
<SidebarInset>
<div class="flex flex-col h-full overflow-hidden pt-[60px]">
<!-- 顶部资源栏 - 固定定位 -->
<header
v-if="planet"
class="fixed top-0 right-0 left-0 z-40 bg-card border-b px-4 sm:px-6 py-3 shadow-md"
:class="sidebarOpen ? 'lg:left-[var(--sidebar-width)]' : 'lg:left-[var(--sidebar-width-icon)]'"
>
<div class="flex flex-col gap-3">
<!-- 第一行菜单资源预览状态 -->
<div class="grid items-center gap-3 sm:gap-6" style="grid-template-columns: auto 1fr auto">
<!-- 左侧汉堡菜单移动端/ 占位PC端 -->
<div>
<SidebarTrigger class="lg:hidden" data-tutorial="mobile-menu" />
</div>
<!-- 资源显示 - PC端居中移动端可折叠 -->
<!-- 关键min-w-0 + overflow-hidden避免横向滚动内容溢出覆盖左侧菜单按钮 -->
<div class="min-w-0 overflow-hidden">
<div
class="resource-bar flex items-center gap-3 sm:gap-6 justify-start sm:justify-center"
:class="resourceBarExpanded ? 'hidden' : 'overflow-x-auto'"
>
<div
v-for="resourceType in resourceTypes"
:key="resourceType.key"
class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0"
>
<ResourceIcon :type="resourceType.key" size="md" />
<div class="min-w-0">
<!-- 电力显示净产量和效率 -->
<template v-if="resourceType.key === 'energy'">
<p
class="text-xs sm:text-sm font-medium truncate"
:class="netEnergy >= 0 ? 'text-green-600 dark:text-green-400' : 'text-red-600 dark:text-red-400'"
>
{{ netEnergy >= 0 ? '+' : '' }}{{ formatNumber(netEnergy) }}
</p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate">
{{ formatNumber(production?.energy || 0) }} / {{ formatNumber(energyConsumption) }}
</p>
</template>
<!-- 其他资源统一显示当前值/容量 -->
<template v-else>
<p
class="text-xs sm:text-sm font-medium truncate"
:class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)"
>
{{ formatNumber(planet.resources[resourceType.key]) }} /
{{ formatNumber(capacity?.[resourceType.key] || 0) }}
</p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate">
+{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{ t('resources.perMinute') }}
</p>
</template>
</div>
</div>
</div>
</div>
<!-- 右侧展开按钮仅移动端 + 状态 -->
<div class="flex items-center gap-2 sm:gap-3 flex-shrink-0 justify-end">
<!-- 移动端展开按钮 -->
<Button @click="resourceBarExpanded = !resourceBarExpanded" variant="ghost" size="sm" class="lg:hidden h-8 w-8 p-0">
<ChevronDown v-if="!resourceBarExpanded" class="h-4 w-4" />
<ChevronUp v-else class="h-4 w-4" />
</Button>
<!-- 外交通知 -->
<DiplomaticNotifications />
<!-- 队列通知 -->
<QueueNotifications />
</div>
</div>
</div>
</header>
<!-- 展开的资源详情仅移动端且展开时显示 - absolute定位覆盖在内容上带过渡动画 -->
<Transition
enter-active-class="transition-all duration-300 ease-out"
enter-from-class="opacity-0 -translate-y-2"
enter-to-class="opacity-100 translate-y-0"
leave-active-class="transition-all duration-200 ease-in"
leave-from-class="opacity-100 translate-y-0"
leave-to-class="opacity-0 -translate-y-2"
>
<div
v-if="planet && resourceBarExpanded"
class="fixed top-[60px] right-0 left-0 z-30 bg-card border-b px-4 py-3 shadow-md lg:hidden"
:class="sidebarOpen ? 'lg:left-[var(--sidebar-width)]' : 'lg:left-[var(--sidebar-width-icon)]'"
>
<div class="grid grid-cols-2 gap-3">
<div v-for="resourceType in resourceTypes" :key="resourceType.key" class="bg-muted/50 rounded-lg p-2.5">
<div class="flex items-center justify-center gap-2 mb-1.5">
<ResourceIcon :type="resourceType.key" size="md" />
<span class="text-xs font-medium text-muted-foreground">{{ t(`resources.${resourceType.key}`) }}</span>
</div>
<div class="space-y-0.5 text-center">
<!-- 电力显示净产量和效率 -->
<template v-if="resourceType.key === 'energy'">
<p
class="text-sm font-semibold"
:class="netEnergy >= 0 ? 'text-green-600 dark:text-green-400' : 'text-red-600 dark:text-red-400'"
>
{{ netEnergy >= 0 ? '+' : '' }}{{ formatNumber(netEnergy) }}
</p>
<p class="text-[10px] text-muted-foreground">
{{ t('resources.production') }}: {{ formatNumber(production?.energy || 0) }} / {{ formatNumber(energyConsumption) }}
</p>
</template>
<!-- 其他资源统一显示当前值/容量 -->
<template v-else>
<p
class="text-sm font-semibold"
:class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)"
>
{{ formatNumber(planet.resources[resourceType.key]) }}
</p>
<p class="text-[10px] text-muted-foreground">
{{ t('resources.capacity') }}: {{ formatNumber(capacity?.[resourceType.key] || 0) }}
</p>
<p class="text-[10px] text-muted-foreground">
{{ t('resources.production') }}: +{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{
t('resources.perMinute')
}}
</p>
</template>
</div>
</div>
</div>
</div>
</Transition>
<!-- 即将到来的敌对舰队警告 -->
<IncomingFleetAlerts
v-if="gameStore.player.incomingFleetAlerts && gameStore.player.incomingFleetAlerts.length > 0"
:alerts="gameStore.player.incomingFleetAlerts"
@mark-as-read="removeIncomingFleetAlert"
/>
<!-- 内容区域 -->
<main class="flex-1 overflow-y-auto">
<Transition name="page" mode="out-in">
<div :key="$route.fullPath" class="h-full">
<StarsBackground v-if="isDark" :factor="0.05" :speed="50" star-color="#fff" class="h-full">
<div class="relative z-10 h-full">
<RouterView />
</div>
</StarsBackground>
<div v-else class="relative h-full w-full overflow-hidden">
<div class="relative z-10 h-full">
<RouterView />
</div>
<ParticlesBg class="absolute inset-0 z-0" :quantity="100" :ease="100" color="#000" :staticity="10" refresh />
</div>
</div>
</Transition>
</main>
</div>
</SidebarInset>
<!-- 确认对话框 -->
<AlertDialog :open="confirmDialogOpen" @update:open="confirmDialogOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ confirmDialogTitle }}</AlertDialogTitle>
<AlertDialogDescription class="whitespace-pre-line">
{{ confirmDialogMessage }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel>{{ t('common.cancel') }}</AlertDialogCancel>
<AlertDialogAction @click="handleConfirmDialogConfirm">{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
<!-- 详情弹窗 -->
<DetailDialog />
<!-- 更新弹窗 -->
<UpdateDialog v-model:open="showUpdateDialog" :version-info="updateInfo" />
<!-- 新手引导 -->
<TutorialOverlay />
<!-- Toast 通知 -->
<Sonner position="top-center" />
</SidebarProvider>
</template>
<script setup lang="ts">
import { onMounted, onUnmounted, computed, ref, watch } from 'vue'
import { RouterView, useRouter } from 'vue-router'
import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import { useNPCStore } from '@/stores/npcStore'
import { useTheme } from '@/composables/useTheme'
import { useI18n } from '@/composables/useI18n'
import { useGameConfig } from '@/composables/useGameConfig'
import { useTutorial } from '@/composables/useTutorial'
import { localeNames, detectBrowserLocale, type Locale } from '@/locales'
import { Button } from '@/components/ui/button'
import { Badge } from '@/components/ui/badge'
import { Popover, PopoverTrigger, PopoverContent } from '@/components/ui/popover'
import IncomingFleetAlerts from '@/components/IncomingFleetAlerts.vue'
import DiplomaticNotifications from '@/components/DiplomaticNotifications.vue'
import QueueNotifications from '@/components/QueueNotifications.vue'
import {
Sidebar,
SidebarContent,
SidebarFooter,
SidebarGroup,
SidebarHeader,
SidebarInset,
SidebarMenu,
SidebarMenuBadge,
SidebarMenuButton,
SidebarMenuItem,
SidebarProvider,
SidebarTrigger
} from '@/components/ui/sidebar'
import ResourceIcon from '@/components/ResourceIcon.vue'
import {
AlertDialog,
AlertDialogAction,
AlertDialogCancel,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle
} from '@/components/ui/alert-dialog'
import DetailDialog from '@/components/DetailDialog.vue'
import UpdateDialog from '@/components/UpdateDialog.vue'
import TutorialOverlay from '@/components/TutorialOverlay.vue'
import Sonner from '@/components/ui/sonner/Sonner.vue'
import { MissionType, BuildingType, DiplomaticEventType } from '@/types/game'
import type { FleetMission, NPC, IncomingFleetAlert, MissileAttack } from '@/types/game'
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck'
import { formatNumber, getResourceColor } from '@/utils/format'
import { getGameLoopIntervalMs, scaleNumber, scaleResources } from '@/utils/speed'
import {
Moon,
Sun,
Home,
Building2,
FlaskConical,
Ship,
Rocket,
Shield,
Mail,
Globe,
Users,
Swords,
Languages,
Settings,
Wrench,
ChevronsLeft,
ChevronsUpDown,
ChevronDown,
ChevronUp,
Handshake
} from 'lucide-vue-next'
import * as gameLogic from '@/logic/gameLogic'
import * as planetLogic from '@/logic/planetLogic'
import * as officerLogic from '@/logic/officerLogic'
import * as buildingValidation from '@/logic/buildingValidation'
import * as resourceLogic from '@/logic/resourceLogic'
import * as researchValidation from '@/logic/researchValidation'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import * as npcGrowthLogic from '@/logic/npcGrowthLogic'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
import * as publicLogic from '@/logic/publicLogic'
import pkg from '../package.json'
import { toast } from 'vue-sonner'
import { migrateGameData } from '@/utils/migration'
import { checkLatestVersion } from '@/utils/versionCheck'
import { StarsBackground } from '@/components/ui/bg-stars'
import { ParticlesBg } from '@/components/ui/particles-bg'
// 执行数据迁移(在 store 初始化之前)
migrateGameData()
const router = useRouter()
const gameStore = useGameStore()
const universeStore = useUniverseStore()
const npcStore = useNPCStore()
const { isDark } = useTheme()
const { t } = useI18n()
const { BUILDINGS } = useGameConfig()
const { startTutorial, tutorialState, currentStep } = useTutorial()
// ConfirmDialog 状态
const confirmDialogOpen = ref(false)
const confirmDialogTitle = ref('')
const confirmDialogMessage = ref('')
const innerWidth = computed(() => window.innerWidth)
const confirmDialogAction = ref<(() => void) | null>(null)
// 更新弹窗状态
const showUpdateDialog = ref(false)
const updateInfo = ref<VersionInfo | null>(null)
const handleConfirmDialogConfirm = () => {
if (confirmDialogAction.value) {
confirmDialogAction.value()
}
confirmDialogOpen.value = false
}
// 所有可用的语言选项
const locales: Locale[] = ['zh-CN', 'zh-TW', 'en', 'de', 'ru', 'ko', 'ja']
// 侧边栏状态(不持久化,根据屏幕尺寸初始化)
// PC端≥1024px默认打开移动端默认关闭
const sidebarOpen = ref(window.innerWidth >= 1024)
// 移动端资源栏展开状态
const resourceBarExpanded = ref(false)
const initGame = async () => {
const shouldInit = gameLogic.shouldInitializeGame(gameStore.player.planets)
if (!shouldInit) {
const now = Date.now()
// 计算离线收益(直接同步计算,应用游戏速度)
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
gameStore.player.planets.forEach(planet => {
resourceLogic.updatePlanetResources(planet, now, bonuses, gameStore.gameSpeed)
})
// 只在没有NPC星球时才生成首次加载已有玩家数据时
if (Object.keys(universeStore.planets).length === 0) {
generateNPCPlanets()
}
// 初始化或更新玩家积分
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
return
}
gameStore.player = gameLogic.initializePlayer(gameStore.player.id, t('common.playerName'))
const initialPlanet = planetLogic.createInitialPlanet(gameStore.player.id, t('planet.homePlanet'))
gameStore.player.planets = [initialPlanet]
gameStore.currentPlanetId = initialPlanet.id
// 新玩家初始化时生成NPC星球
generateNPCPlanets()
// 初始化玩家积分
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
}
const generateNPCPlanets = () => {
const npcCount = 200
for (let i = 0; i < npcCount; i++) {
const position = gameLogic.generateRandomPosition()
const key = gameLogic.generatePositionKey(position.galaxy, position.system, position.position)
if (universeStore.planets[key]) continue
const npcPlanet = planetLogic.createNPCPlanet(i, position, t('planet.planetPrefix'))
universeStore.planets[key] = npcPlanet
}
}
const updateGame = async () => {
const now = Date.now()
if (gameStore.isPaused) return
gameStore.gameTime = now
// 检查军官过期
gameLogic.checkOfficersExpiration(gameStore.player.officers, now)
// 处理游戏更新(建造队列、研究队列等)
const result = gameLogic.processGameUpdate(gameStore.player, now, gameStore.gameSpeed)
gameStore.player.researchQueue = result.updatedResearchQueue
// 处理舰队任务
gameStore.player.fleetMissions.forEach(mission => {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
processMissionArrival(mission)
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processMissionReturn(mission)
}
})
// 处理导弹攻击任务(使用反向循环以便安全删除)
for (let i = gameStore.player.missileAttacks.length - 1; i >= 0; i--) {
const missileAttack = gameStore.player.missileAttacks[i]
if (missileAttack && missileAttack.status === 'flying' && now >= missileAttack.arrivalTime) {
await processMissileAttackArrival(missileAttack)
// 导弹攻击是单程的,到达后直接从数组中移除
gameStore.player.missileAttacks.splice(i, 1)
}
}
// 处理NPC舰队任务
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
npc.fleetMissions.forEach(mission => {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
processNPCMissionArrival(npc, mission)
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processNPCMissionReturn(npc, mission)
}
})
}
})
// NPC成长系统更新
updateNPCGrowth(1)
// NPC行为系统更新侦查和攻击决策
updateNPCBehavior(1)
// 检查并处理被消灭的NPC所有星球都被摧毁的NPC
const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale)
if (eliminatedNpcIds.length > 0) {
// 从universeStore中移除被消灭NPC的星球数据
eliminatedNpcIds.forEach(npcId => {
const npc = npcStore.npcs.find(n => n.id === npcId)
if (npc && npc.planets) {
// 遍历NPC的所有星球从universeStore中删除
npc.planets.forEach(planet => {
const planetKey = gameLogic.generatePositionKey(planet.position.galaxy, planet.position.system, planet.position.position)
if (universeStore.planets[planetKey]) {
delete universeStore.planets[planetKey]
}
})
}
})
// 从NPC列表中移除被消灭的NPC
npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id))
}
}
const processMissionArrival = async (mission: FleetMission) => {
// 从宇宙星球地图中查找目标星球
const targetKey = gameLogic.generatePositionKey(
mission.targetPosition.galaxy,
mission.targetPosition.system,
mission.targetPosition.position
)
// 先从玩家星球中查找,再从宇宙地图中查找
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
) || universeStore.planets[targetKey]
// 获取起始星球名称(用于报告)
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
const originPlanetName = originPlanet?.name || t('fleetView.unknownPlanet')
if (mission.missionType === MissionType.Transport) {
const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs)
// 生成运输任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Transport,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: result.success,
message: result.success ? t('missionReports.transportSuccess') : t('missionReports.transportFailed'),
details: {
transportedResources: mission.cargo
},
read: false
})
} else if (mission.missionType === MissionType.Attack) {
const attackResult = await fleetLogic.processAttackArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets)
if (attackResult) {
gameStore.player.battleReports.push(attackResult.battleResult)
// 检查是否攻击了NPC星球更新外交关系
if (targetPlanet) {
const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id))
if (targetNpc) {
diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, attackResult.battleResult, npcStore.npcs, gameStore.locale)
}
}
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
if (attackResult.debrisField) {
// 将残骸场添加到游戏状态
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
} else if (mission.missionType === MissionType.Colonize) {
const newPlanet = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix'))
// 生成殖民任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Colonize,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: newPlanet?.id,
targetPlanetName: newPlanet?.name,
success: !!newPlanet,
message: newPlanet ? t('missionReports.colonizeSuccess') : t('missionReports.colonizeFailed'),
details: newPlanet
? {
newPlanetId: newPlanet.id,
newPlanetName: newPlanet.name
}
: undefined,
read: false
})
if (newPlanet) {
gameStore.player.planets.push(newPlanet)
}
} else if (mission.missionType === MissionType.Spy) {
const spyReport = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs)
if (spyReport) gameStore.player.spyReports.push(spyReport)
} else if (mission.missionType === MissionType.Deploy) {
const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id, gameStore.player.technologies)
// 生成部署任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Deploy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: deployed.success,
message: deployed.success ? t('missionReports.deploySuccess') : t('missionReports.deployFailed'),
details: {
deployedFleet: mission.fleet
},
read: false
})
if (deployed.success && !deployed.overflow) {
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
return
}
} else if (mission.missionType === MissionType.Recycle) {
// 处理回收任务
const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
// 生成回收任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Recycle,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
success: !!recycleResult,
message: recycleResult ? t('missionReports.recycleSuccess') : t('missionReports.recycleFailed'),
details: recycleResult
? {
recycledResources: recycleResult.collectedResources,
remainingDebris: recycleResult.remainingDebris || undefined
}
: undefined,
read: false
})
if (recycleResult && debrisField) {
if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) {
// 更新残骸场
universeStore.debrisFields[debrisId] = {
id: debrisField.id,
position: debrisField.position,
resources: recycleResult.remainingDebris,
createdAt: debrisField.createdAt,
expiresAt: debrisField.expiresAt
}
} else {
// 残骸场已被完全收集,删除
delete universeStore.debrisFields[debrisId]
}
}
} else if (mission.missionType === MissionType.Destroy) {
// 处理行星毁灭任务
const destroyResult = fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player)
// 生成毁灭任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Destroy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName: targetPlanet?.name,
success: destroyResult?.success || false,
message: destroyResult?.success ? t('missionReports.destroySuccess') : t('missionReports.destroyFailed'),
details: destroyResult?.success
? {
destroyedPlanetName:
targetPlanet?.name ||
`[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`
}
: undefined,
read: false
})
if (destroyResult && destroyResult.success && destroyResult.planetId) {
// 星球被摧毁
// 处理外交关系如果目标是NPC星球
if (targetPlanet && targetPlanet.ownerId) {
const planetOwner = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (planetOwner) {
diplomaticLogic.handlePlanetDestructionReputation(gameStore.player, targetPlanet, planetOwner, npcStore.npcs, gameStore.locale)
}
}
// 从玩家星球列表中移除(如果是玩家的星球)
const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId)
if (planetIndex > -1) {
gameStore.player.planets.splice(planetIndex, 1)
} else {
// 不是玩家星球,从宇宙地图中移除
delete universeStore.planets[targetKey]
}
}
}
}
const processMissionReturn = (mission: FleetMission) => {
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
resourceLogic.addResources(originPlanet.resources, mission.cargo)
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
}
// NPC任务处理
const processNPCMissionArrival = (npc: NPC, mission: FleetMission) => {
if (mission.missionType === MissionType.Recycle) {
// NPC回收任务到达
const debrisId = mission.debrisFieldId
if (!debrisId) {
console.warn('[NPC Mission] Recycle mission missing debrisFieldId')
mission.status = 'returning'
mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime)
return
}
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
if (recycleResult && debrisField) {
if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) {
// 更新残骸场
universeStore.debrisFields[debrisId] = {
id: debrisField.id,
position: debrisField.position,
resources: recycleResult.remainingDebris,
createdAt: debrisField.createdAt
}
} else {
// 残骸已被完全回收,从宇宙中删除
delete universeStore.debrisFields[debrisId]
}
}
// 移除即将到来的警告(回收任务已到达)
removeIncomingFleetAlertById(mission.id)
// 设置返回时间
mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime)
return
}
// 找到目标星球
const targetKey = gameLogic.generatePositionKey(
mission.targetPosition.galaxy,
mission.targetPosition.system,
mission.targetPosition.position
)
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
) || universeStore.planets[targetKey]
if (!targetPlanet) {
console.warn('[NPC Mission] Target planet not found')
return
}
if (mission.missionType === MissionType.Spy) {
// NPC侦查到达
const { spiedNotification, spyReport } = npcBehaviorLogic.processNPCSpyArrival(npc, mission, targetPlanet, gameStore.player)
// 保存侦查报告到NPC用于后续攻击决策
if (!npc.playerSpyReports) {
npc.playerSpyReports = {}
}
npc.playerSpyReports[targetPlanet.id] = spyReport
// 添加被侦查通知给玩家
if (!gameStore.player.spiedNotifications) {
gameStore.player.spiedNotifications = []
}
gameStore.player.spiedNotifications.push(spiedNotification)
// 移除即将到来的警告(侦查已到达)
removeIncomingFleetAlertById(mission.id)
} else if (mission.missionType === MissionType.Attack) {
// NPC攻击到达 - 使用专门的NPC攻击处理逻辑
fleetLogic.processNPCAttackArrival(npc, mission, targetPlanet, gameStore.player, gameStore.player.planets).then(attackResult => {
if (attackResult) {
// 添加战斗报告给玩家
gameStore.player.battleReports.push(attackResult.battleResult)
// 如果生成月球,添加到玩家星球列表
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
// 如果生成残骸场,添加到宇宙残骸场列表
if (attackResult.debrisField) {
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
// 移除即将到来的警告(攻击已到达)
removeIncomingFleetAlertById(mission.id)
})
}
}
const processNPCMissionReturn = (npc: NPC, mission: FleetMission) => {
// 找到NPC的起始星球
const originPlanet = npc.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
// 返还舰队
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
// 如果携带掠夺资源给NPC添加资源
if (mission.cargo) {
originPlanet.resources.metal += mission.cargo.metal
originPlanet.resources.crystal += mission.cargo.crystal
originPlanet.resources.deuterium += mission.cargo.deuterium
}
// 从NPC任务列表中移除
if (npc.fleetMissions) {
const missionIndex = npc.fleetMissions.indexOf(mission)
if (missionIndex > -1) {
npc.fleetMissions.splice(missionIndex, 1)
}
}
}
// 处理导弹攻击到达
const processMissileAttackArrival = async (missileAttack: MissileAttack) => {
// 动态导入导弹逻辑
const missileLogic = await import('@/logic/missileLogic')
// 找到目标星球
const targetKey = gameLogic.generatePositionKey(
missileAttack.targetPosition.galaxy,
missileAttack.targetPosition.system,
missileAttack.targetPosition.position
)
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === missileAttack.targetPosition.galaxy &&
p.position.system === missileAttack.targetPosition.system &&
p.position.position === missileAttack.targetPosition.position
) || universeStore.planets[targetKey]
// 如果目标星球不存在,导弹失败
if (!targetPlanet) {
missileAttack.status = 'arrived'
// 生成失败报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'),
targetPosition: missileAttack.targetPosition,
targetPlanetId: undefined,
targetPlanetName: `[${missileAttack.targetPosition.galaxy}:${missileAttack.targetPosition.system}:${missileAttack.targetPosition.position}]`,
success: false,
message: t('missionReports.missileAttackFailed'),
details: {
missileCount: missileAttack.missileCount,
missileHits: 0,
missileIntercepted: 0,
defenseLosses: {}
},
read: false
})
return
}
// 计算导弹攻击结果
const impactResult = missileLogic.calculateMissileImpact(missileAttack.missileCount, targetPlanet)
// 应用损失到目标星球
missileLogic.applyMissileAttackResult(targetPlanet, impactResult.defenseLosses)
// 如果目标是NPC的星球扣除外交好感度
if (targetPlanet.ownerId && targetPlanet.ownerId !== gameStore.player.id) {
const targetNpc = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (targetNpc) {
// 导弹攻击扣除好感度
const { REPUTATION_CHANGES } = DIPLOMATIC_CONFIG
const reputationLoss = REPUTATION_CHANGES.ATTACK / 2 // 导弹攻击的好感度惩罚是普通攻击的一半
// 更新玩家对NPC的关系
if (!gameStore.player.diplomaticRelations) {
gameStore.player.diplomaticRelations = {}
}
const relation = diplomaticLogic.getOrCreateRelation(gameStore.player.diplomaticRelations, gameStore.player.id, targetNpc.id)
gameStore.player.diplomaticRelations[targetNpc.id] = diplomaticLogic.updateReputation(
relation,
reputationLoss,
DiplomaticEventType.Attack,
t('diplomacy.reports.missileAttackNpc', { npcName: targetNpc.name })
)
// 更新NPC对玩家的关系
if (!targetNpc.relations) {
targetNpc.relations = {}
}
const npcRelation = diplomaticLogic.getOrCreateRelation(targetNpc.relations, targetNpc.id, gameStore.player.id)
targetNpc.relations[gameStore.player.id] = diplomaticLogic.updateReputation(
npcRelation,
reputationLoss,
DiplomaticEventType.Attack,
t('diplomacy.reports.wasAttackedByMissile')
)
}
}
// 标记导弹攻击为已到达
missileAttack.status = 'arrived'
// 生成导弹攻击报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
const reportMessage =
impactResult.missileHits > 0
? `${t('missionReports.missileAttackSuccess')}: ${impactResult.missileHits} ${t('missionReports.hits')}`
: t('missionReports.missileAttackIntercepted')
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'),
targetPosition: missileAttack.targetPosition,
targetPlanetId: targetPlanet.id,
targetPlanetName: targetPlanet.name,
success: true,
message: reportMessage,
details: {
missileCount: missileAttack.missileCount,
missileHits: impactResult.missileHits,
missileIntercepted: impactResult.missileIntercepted,
defenseLosses: impactResult.defenseLosses
},
read: false
})
}
// 移除即将到来的舰队警告
const removeIncomingFleetAlert = (alert: IncomingFleetAlert) => {
if (!gameStore.player.incomingFleetAlerts) return
const index = gameStore.player.incomingFleetAlerts.indexOf(alert)
if (index > -1) {
gameStore.player.incomingFleetAlerts.splice(index, 1)
}
}
const removeIncomingFleetAlertById = (missionId: string) => {
if (!gameStore.player.incomingFleetAlerts) return
const index = gameStore.player.incomingFleetAlerts.findIndex(a => a.id === missionId)
if (index > -1) {
gameStore.player.incomingFleetAlerts.splice(index, 1)
}
}
// NPC成长系统更新函数
let npcUpdateCounter = 0 // 累计秒数
const NPC_UPDATE_INTERVAL = 5 // 每1秒更新一次NPC确保发育速度与玩家相当
const updateNPCGrowth = (deltaSeconds: number) => {
// 累积时间
npcUpdateCounter += deltaSeconds
// 只在达到更新间隔时才执行
if (npcUpdateCounter < NPC_UPDATE_INTERVAL) {
return
}
// 获取所有星球
const allPlanets = Object.values(universeStore.planets)
// 如果NPC store为空从星球数据中初始化NPC
if (npcStore.npcs.length === 0) {
const npcMap = new Map<string, any>()
allPlanets.forEach(planet => {
// 跳过玩家的星球
if (planet.ownerId === gameStore.player.id || !planet.ownerId) return
// 这是NPC的星球
if (!npcMap.has(planet.ownerId)) {
// 为每个NPC设置随机的初始冷却时间避免所有NPC同时行动
const now = Date.now()
const randomSpyOffset = Math.random() * 240 * 1000 // 0-4分钟的随机延迟
const randomAttackOffset = Math.random() * 480 * 1000 // 0-8分钟的随机延迟
npcMap.set(planet.ownerId, {
id: planet.ownerId,
name: `NPC-${planet.ownerId.substring(0, 8)}`,
planets: [],
technologies: {}, // 初始化空科技树
difficulty: 'medium' as const, // 默认中等难度
relations: {}, // 外交关系
allies: [], // 盟友列表
enemies: [], // 敌人列表
lastSpyTime: now - randomSpyOffset, // 设置随机的上次侦查时间
lastAttackTime: now - randomAttackOffset, // 设置随机的上次攻击时间
fleetMissions: [], // 舰队任务
playerSpyReports: {} // 对玩家的侦查报告
})
}
npcMap.get(planet.ownerId)!.planets.push(planet)
})
// 保存到store
npcStore.npcs = Array.from(npcMap.values())
// 如果有NPC基于玩家实力初始化NPC
if (npcStore.npcs.length > 0) {
const gameState: npcGrowthLogic.NPCGrowthGameState = {
planets: allPlanets,
player: gameStore.player,
npcs: npcStore.npcs
}
const playerPower = npcGrowthLogic.calculatePlayerAveragePower(gameState)
npcStore.npcs.forEach(npc => {
npcGrowthLogic.initializeNPCStartingPower(npc, playerPower)
})
// 初始化NPC之间的外交关系盟友/敌人)
npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs)
}
}
// 确保所有NPC都有间谍探测器修复旧版本保存的数据
if (npcStore.npcs.length > 0) {
npcGrowthLogic.ensureNPCSpyProbes(npcStore.npcs)
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcUpdateCounter = 0
return
}
// 构建游戏状态
const gameState: npcGrowthLogic.NPCGrowthGameState = {
planets: allPlanets,
player: gameStore.player,
npcs: npcStore.npcs
}
// 使用累积的时间更新每个NPC
npcStore.npcs.forEach(npc => {
npcGrowthLogic.updateNPCGrowth(npc, gameState, npcUpdateCounter)
})
// 重置计数器
npcUpdateCounter = 0
}
// NPC行为系统更新函数侦查和攻击决策
let npcBehaviorCounter = 0
const NPC_BEHAVIOR_INTERVAL = 5 // 每5秒检查一次NPC行为
const updateNPCBehavior = (deltaSeconds: number) => {
// 累积时间
npcBehaviorCounter += deltaSeconds
// 只在达到更新间隔时才执行
if (npcBehaviorCounter < NPC_BEHAVIOR_INTERVAL) {
return
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcBehaviorCounter = 0
return
}
const now = Date.now()
// 合并玩家星球和NPC星球到allPlanetsNPC需要能够侦查和攻击玩家星球
const allPlanets = [...gameStore.player.planets, ...Object.values(universeStore.planets)]
// 更新每个NPC的行为
npcStore.npcs.forEach(npc => {
npcBehaviorLogic.updateNPCBehavior(npc, gameStore.player, allPlanets, universeStore.debrisFields, now)
})
npcBehaviorCounter = 0
}
// 游戏循环定时器
let gameLoop: ReturnType<typeof setInterval> | null = null
let pointsUpdateInterval: ReturnType<typeof setInterval> | null = null
let konamiCleanup: (() => void) | null = null
let versionCheckInterval: ReturnType<typeof setInterval> | null = null
// 启动游戏循环
const startGameLoop = () => {
// 清理旧的定时器
if (gameLoop) {
clearInterval(gameLoop)
}
// 根据游戏速度计算间隔时间
const interval = getGameLoopIntervalMs(gameStore.gameSpeed)
// 启动新的游戏循环
gameLoop = setInterval(() => {
updateGame()
}, interval)
}
// 启动积分更新定时器每10秒更新一次
const startPointsUpdate = () => {
if (pointsUpdateInterval) {
clearInterval(pointsUpdateInterval)
}
pointsUpdateInterval = setInterval(() => {
if (!gameStore.isPaused) {
gameStore.player.points = publicLogic.calculatePlayerPoints(gameStore.player)
}
}, 10000) // 10秒更新一次
}
// 监听游戏速度变化,重新启动游戏循环
watch(
() => gameStore.gameSpeed,
() => {
if (gameLoop) {
startGameLoop()
}
}
)
// 初始化游戏
onMounted(async () => {
// 如果是首次访问(没有星球数据),使用浏览器语言自动检测
const isFirstVisit = gameStore.player.planets.length === 0
if (isFirstVisit) {
gameStore.locale = detectBrowserLocale()
}
await initGame()
// 启动游戏循环
startGameLoop()
// 启动积分更新定时器
startPointsUpdate()
// 启动科乐美秘籍监听
konamiCleanup = setupKonamiCode()
// 启动新手引导(如果尚未完成)
startTutorial()
// 添加队列取消事件监听
window.addEventListener('cancel-build', handleCancelBuildEvent as EventListener)
window.addEventListener('cancel-research', handleCancelResearchEvent as EventListener)
// 首次检查版本(被动检测)
const versionInfo = await checkLatestVersion(gameStore.player.lastVersionCheckTime || 0, (time: number) => {
gameStore.player.lastVersionCheckTime = time
})
if (versionInfo) {
updateInfo.value = versionInfo
toast.info(t('settings.newVersionAvailable', { version: versionInfo.version }), {
duration: Infinity,
dismissible: true,
action: {
label: t('settings.viewUpdate'),
onClick: () => {
showUpdateDialog.value = true
}
}
})
}
// 启动版本检查定时器每5分钟被动检查一次
versionCheckInterval = setInterval(async () => {
const versionInfo = await checkLatestVersion(gameStore.player.lastVersionCheckTime || 0, (time: number) => {
gameStore.player.lastVersionCheckTime = time
})
if (versionInfo) {
updateInfo.value = versionInfo
toast.info(t('settings.newVersionAvailable', { version: versionInfo.version }), {
duration: Infinity,
dismissible: true,
action: {
label: t('settings.viewUpdate'),
onClick: () => {
showUpdateDialog.value = true
}
}
})
}
}, 5 * 60 * 1000)
})
// 清理定时器
onUnmounted(() => {
if (gameLoop) clearInterval(gameLoop)
if (pointsUpdateInterval) clearInterval(pointsUpdateInterval)
if (konamiCleanup) konamiCleanup()
if (versionCheckInterval) clearInterval(versionCheckInterval)
// 移除队列取消事件监听
window.removeEventListener('cancel-build', handleCancelBuildEvent as EventListener)
window.removeEventListener('cancel-research', handleCancelResearchEvent as EventListener)
})
// 处理取消建造事件
const handleCancelBuildEvent = (event: CustomEvent) => {
handleCancelBuild(event.detail)
}
// 处理取消研究事件
const handleCancelResearchEvent = (event: CustomEvent) => {
handleCancelResearch(event.detail)
}
// 科乐美秘籍上上下下左左右右BA
const setupKonamiCode = () => {
const konamiCode = ['ArrowUp', 'ArrowUp', 'ArrowDown', 'ArrowDown', 'ArrowLeft', 'ArrowLeft', 'ArrowRight', 'ArrowRight', 'b', 'a']
let konamiIndex = 0
const handleKeyDown = (event: KeyboardEvent) => {
// 如果已经激活GM模式直接返回
if (gameStore.player.isGMEnabled) return
const key = event.key.toLowerCase()
// 检查是否匹配当前秘籍序列
if (key === konamiCode[konamiIndex] || event.key === konamiCode[konamiIndex]) {
konamiIndex++
// 如果完成整个秘籍序列
if (konamiIndex === konamiCode.length) {
gameStore.player.isGMEnabled = true
// 显示成功消息
toast.success(t('common.gmModeActivated'))
konamiIndex = 0
}
} else {
// 如果按错了键,重置序列
konamiIndex = 0
}
}
window.addEventListener('keydown', handleKeyDown)
// 返回清理函数
return () => {
window.removeEventListener('keydown', handleKeyDown)
}
}
// 定义 planet computed需要在 watch 之前定义)
const planet = computed(() => gameStore.currentPlanet)
const navItems = computed(() => [
{ name: computed(() => t('nav.overview')), path: '/', icon: Home },
{ name: computed(() => t('nav.buildings')), path: '/buildings', icon: Building2 },
{ name: computed(() => t('nav.research')), path: '/research', icon: FlaskConical },
{ name: computed(() => t('nav.shipyard')), path: '/shipyard', icon: Ship },
{ name: computed(() => t('nav.defense')), path: '/defense', icon: Shield },
{ name: computed(() => t('nav.fleet')), path: '/fleet', icon: Rocket },
{ name: computed(() => t('nav.officers')), path: '/officers', icon: Users },
{ name: computed(() => t('nav.simulator')), path: '/battle-simulator', icon: Swords },
{ name: computed(() => t('nav.galaxy')), path: '/galaxy', icon: Globe },
{ name: computed(() => t('nav.diplomacy')), path: '/diplomacy', icon: Handshake },
{ name: computed(() => t('nav.messages')), path: '/messages', icon: Mail },
{ name: computed(() => t('nav.settings')), path: '/settings', icon: Settings },
// GM菜单在启用GM模式时显示
...(gameStore.player.isGMEnabled ? [{ name: computed(() => t('nav.gm')), path: '/gm', icon: Wrench }] : [])
])
// 功能解锁要求配置
const featureRequirements: Record<string, { building: BuildingType; level: number }> = {
'/research': { building: BuildingType.ResearchLab, level: 1 },
'/shipyard': { building: BuildingType.Shipyard, level: 1 },
'/defense': { building: BuildingType.Shipyard, level: 1 },
'/fleet': { building: BuildingType.Shipyard, level: 1 }
}
// 检查功能是否解锁
const checkFeatureUnlocked = (path: string): { unlocked: boolean; requirement?: { building: BuildingType; level: number } } => {
const requirement = featureRequirements[path]
if (!requirement) {
return { unlocked: true }
}
const currentLevel = planet.value?.buildings[requirement.building] || 0
return {
unlocked: currentLevel >= requirement.level,
requirement
}
}
// 处理导航点击
const handleNavClick = (path: string, event: Event) => {
const { unlocked, requirement } = checkFeatureUnlocked(path)
if (!unlocked && requirement) {
event.preventDefault()
event.stopPropagation()
const buildingName = BUILDINGS.value[requirement.building]?.name || requirement.building
const currentLevel = planet.value?.buildings[requirement.building] || 0
toast.warning(t('common.featureLocked'), {
description: `${t('common.requiredBuilding')}: ${buildingName} Lv ${requirement.level} (${t(
'common.currentLevel'
)}: Lv ${currentLevel})`,
action: {
label: t('common.goToBuildings'),
onClick: () => router.push('/buildings')
},
duration: 3000
})
return
}
// 功能已解锁,正常导航
router.push(path)
}
// 使用直接计算,不再缓存
const production = computed(() => {
if (!planet.value) return null
const now = Date.now()
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
const base = resourceLogic.calculateResourceProduction(planet.value, {
resourceProductionBonus: bonuses.resourceProductionBonus,
darkMatterProductionBonus: bonuses.darkMatterProductionBonus,
energyProductionBonus: bonuses.energyProductionBonus
})
return scaleResources(base, gameStore.gameSpeed)
})
const capacity = computed(() => {
if (!planet.value) return null
const now = Date.now()
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
return resourceLogic.calculateResourceCapacity(planet.value, bonuses.storageCapacityBonus)
})
// 电力消耗
const energyConsumption = computed(() => {
if (!planet.value) return 0
return scaleNumber(resourceLogic.calculateEnergyConsumption(planet.value), gameStore.gameSpeed)
})
// 净电力(产量 - 消耗)
const netEnergy = computed(() => {
if (!planet.value || !production.value) return 0
return production.value.energy - energyConsumption.value
})
// 未读消息数量
const unreadMessagesCount = computed(() => {
const unreadBattles = gameStore.player.battleReports.filter(r => !r.read).length
const unreadSpies = gameStore.player.spyReports.filter(r => !r.read).length
const unreadSpied = gameStore.player.spiedNotifications?.filter(n => !n.read).length || 0
const unreadMissions = gameStore.player.missionReports?.filter(r => !r.read).length || 0
const unreadNPCActivity = gameStore.player.npcActivityNotifications?.filter(n => !n.read).length || 0
const unreadGifts = gameStore.player.giftNotifications?.filter(n => !n.read).length || 0
const unreadGiftRejected = gameStore.player.giftRejectedNotifications?.filter(n => !n.read).length || 0
return unreadBattles + unreadSpies + unreadSpied + unreadMissions + unreadNPCActivity + unreadGifts + unreadGiftRejected
})
// 正在执行的舰队任务数量(包括飞行中的导弹)
const activeFleetMissionsCount = computed(() => {
const fleetMissions = gameStore.player.fleetMissions.filter(m => m.status === 'outbound' || m.status === 'returning').length
const flyingMissiles = gameStore.player.missileAttacks?.filter(m => m.status === 'flying').length || 0
return fleetMissions + flyingMissiles
})
// 未读外交报告数量
const unreadDiplomaticReportsCount = computed(() => {
return (gameStore.player.diplomaticReports || []).filter(r => !r.read).length
})
// 资源类型配置
const resourceTypes = [
{ key: 'metal' as const },
{ key: 'crystal' as const },
{ key: 'deuterium' as const },
{ key: 'energy' as const },
{ key: 'darkMatter' as const }
]
// 月球相关
const moon = computed(() => {
if (!planet.value || planet.value.isMoon) return null
return gameStore.getMoonForPlanet(planet.value.id)
})
const hasMoon = computed(() => !!moon.value)
// 切换到月球
const switchToMoon = () => {
if (moon.value) {
gameStore.currentPlanetId = moon.value.id
}
}
// 切换回母星
const switchToParentPlanet = () => {
if (planet.value?.parentPlanetId) {
gameStore.currentPlanetId = planet.value.parentPlanetId
}
}
// 切换到指定星球
const switchToPlanet = (planetId: string) => {
gameStore.currentPlanetId = planetId
}
// 切换侧边栏
const toggleSidebar = () => {
sidebarOpen.value = !sidebarOpen.value
}
// 处理侧边栏打开/关闭状态变化
const handleSidebarOpenChange = (open: boolean) => {
// 如果是移动端且在教程的菜单相关步骤,阻止关闭侧边栏
if (window.innerWidth < 768 && tutorialState.value.isActive && currentStep.value) {
// 只在第3步期间阻止关闭侧边栏让玩家必须手动打开
if (currentStep.value.id === 'menu_intro_mobile') {
// 只允许打开,不允许关闭
if (open) {
sidebarOpen.value = true
}
// 如果试图关闭,忽略该操作,保持打开状态
return
}
}
// 其他情况正常更新
sidebarOpen.value = open
}
// 取消建造
const handleCancelBuild = (queueId: string) => {
confirmDialogTitle.value = t('queue.cancelBuild')
confirmDialogMessage.value = t('queue.confirmCancel')
confirmDialogAction.value = () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.currentPlanet.buildQueue, queueId)
if (!item) return false
if (item.type === 'building') {
const refund = buildingValidation.cancelBuildingUpgrade(gameStore.currentPlanet, item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.currentPlanet.buildQueue.splice(index, 1)
return true
}
confirmDialogOpen.value = true
}
// 取消研究
const handleCancelResearch = (queueId: string) => {
confirmDialogTitle.value = t('queue.cancelResearch')
confirmDialogMessage.value = t('queue.confirmCancel')
confirmDialogAction.value = () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.player.researchQueue, queueId)
if (!item) return false
if (item.type === 'technology') {
const refund = researchValidation.cancelTechnologyResearch(item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.player.researchQueue.splice(index, 1)
return true
}
confirmDialogOpen.value = true
}
</script>
<style scoped>
/* 平滑滚动 */
main {
scroll-behavior: smooth;
}
</style>