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https://github.com/setube/ogame-vue-ts.git
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新增README-ES.md(西班牙语)和README-JA.md(日语)文档,完善多语言README互链。优化各语言README徽章、技术栈、外链格式及语言切换区,提升文档一致性与可读性。
393 lines
16 KiB
Vue
393 lines
16 KiB
Vue
<template>
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<div v-if="planet" class="container mx-auto p-4 sm:p-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 mb-4 sm:mb-6">{{ t('defenseView.title') }}</h1>
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<!-- 导弹容量显示 -->
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<div v-if="missileSiloCapacity > 0" class="mb-4 sm:mb-6 p-3 sm:p-4 bg-muted/50 rounded-lg border">
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<div class="flex items-center justify-between">
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<div class="text-sm sm:text-base font-medium">{{ t('defenseView.missileCapacity') }}:</div>
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<div class="text-sm sm:text-base font-bold">
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<span :class="currentMissileCount > missileSiloCapacity ? 'text-destructive' : 'text-primary'">
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{{ formatNumber(currentMissileCount) }}
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</span>
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<span class="text-muted-foreground mx-1">/</span>
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<span>{{ formatNumber(missileSiloCapacity) }}</span>
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</div>
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</div>
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<div class="mt-2">
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<div class="w-full bg-background rounded-full h-2.5 sm:h-3 overflow-hidden">
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<div
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class="h-full transition-all duration-300"
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:class="currentMissileCount > missileSiloCapacity ? 'bg-destructive' : 'bg-primary'"
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:style="{ width: `${Math.min((currentMissileCount / missileSiloCapacity) * 100, 100)}%` }"
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/>
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</div>
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</div>
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</div>
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<div class="grid grid-cols-2 sm:grid-cols-3 gap-3 sm:gap-4">
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<Card v-for="defenseType in Object.values(DefenseType)" :key="defenseType" class="relative">
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<CardUnlockOverlay :requirements="DEFENSES[defenseType].requirements" />
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<CardHeader>
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<div class="mb-2">
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<div class="flex flex-col sm:flex-row sm:justify-between sm:items-start gap-2">
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<CardTitle
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class="text-sm sm:text-base lg:text-lg cursor-pointer hover:text-primary transition-colors underline decoration-dotted underline-offset-4 order-2 sm:order-1"
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@click="detailDialog.openDefense(defenseType)"
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>
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{{ DEFENSES[defenseType].name }}
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</CardTitle>
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<Badge variant="secondary" class="text-xs whitespace-nowrap self-start order-1 sm:order-2">
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{{ planet.defense[defenseType] }}
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</Badge>
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</div>
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</div>
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<CardDescription class="text-xs sm:text-sm">{{ DEFENSES[defenseType].description }}</CardDescription>
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</CardHeader>
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<CardContent>
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<div class="space-y-3 sm:space-y-4">
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<div class="grid grid-cols-2 gap-2 text-xs sm:text-sm">
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<div>
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<p class="text-muted-foreground">{{ t('defenseView.attack') }}</p>
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<p class="font-medium">{{ DEFENSES[defenseType].attack }}</p>
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</div>
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<div>
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<p class="text-muted-foreground">{{ t('defenseView.shield') }}</p>
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<p class="font-medium">{{ DEFENSES[defenseType].shield }}</p>
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</div>
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<div>
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<p class="text-muted-foreground">{{ t('defenseView.armor') }}</p>
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<p class="font-medium">{{ DEFENSES[defenseType].armor }}</p>
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</div>
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<div>
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<p class="text-muted-foreground">{{ t('defenseView.buildTime') }}</p>
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<p class="font-medium">{{ DEFENSES[defenseType].buildTime }}{{ t('defenseView.seconds') }}</p>
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</div>
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</div>
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<div class="text-xs sm:text-sm space-y-1.5 sm:space-y-2">
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<p class="text-muted-foreground mb-1 sm:mb-2">{{ t('defenseView.unitCost') }}:</p>
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<div class="space-y-1 sm:space-y-1.5">
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<div
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v-for="resourceType in costResourceTypes"
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:key="resourceType.key"
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v-show="resourceType.key !== 'darkMatter' || DEFENSES[defenseType].cost.darkMatter > 0"
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class="flex items-center gap-1.5 sm:gap-2"
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>
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<ResourceIcon :type="resourceType.key" size="sm" />
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<span class="text-xs">{{ t(`resources.${resourceType.key}`) }}:</span>
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<span
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class="font-medium text-xs sm:text-sm"
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:class="getResourceCostColor(planet.resources[resourceType.key], DEFENSES[defenseType].cost[resourceType.key])"
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>
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{{ formatNumber(DEFENSES[defenseType].cost[resourceType.key]) }}
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</span>
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</div>
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</div>
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</div>
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<div class="space-y-2">
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<Label :for="`quantity-${defenseType}`" class="text-xs sm:text-sm">{{ t('defenseView.buildQuantity') }}</Label>
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<Input
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:id="`quantity-${defenseType}`"
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v-model.number="quantities[defenseType]"
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type="number"
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min="0"
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:max="isShieldDome(defenseType) && planet.defense[defenseType] > 0 ? 0 : undefined"
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:disabled="isShieldDome(defenseType) && planet.defense[defenseType] > 0"
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placeholder="0"
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class="text-sm"
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/>
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<p v-if="isShieldDome(defenseType) && planet.defense[defenseType] > 0" class="text-xs text-muted-foreground">
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{{ t('defenseView.shieldDomeBuilt') }}
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</p>
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</div>
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<div v-if="quantities[defenseType] > 0" class="text-xs sm:text-sm space-y-1.5 sm:space-y-2 p-2.5 sm:p-3 bg-muted rounded-lg">
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<p class="font-medium text-muted-foreground">{{ t('defenseView.totalCost') }}:</p>
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<div class="space-y-1 sm:space-y-1.5">
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<div
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v-for="resourceType in costResourceTypes"
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:key="resourceType.key"
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v-show="resourceType.key !== 'darkMatter' || getTotalCost(defenseType).darkMatter > 0"
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class="flex items-center gap-1.5 sm:gap-2"
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>
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<ResourceIcon :type="resourceType.key" size="sm" />
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<span class="text-xs">{{ t(`resources.${resourceType.key}`) }}:</span>
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<span
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class="font-medium text-xs sm:text-sm"
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:class="getResourceCostColor(planet.resources[resourceType.key], getTotalCost(defenseType)[resourceType.key])"
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>
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{{ formatNumber(getTotalCost(defenseType)[resourceType.key]) }}
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</span>
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</div>
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</div>
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</div>
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<Button @click="handleBuild(defenseType, $event)" :disabled="!canBuild(defenseType)" class="w-full">
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{{ t('defenseView.build') }}
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</Button>
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<!-- 添加到等待队列按钮 -->
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<Button
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v-if="canAddToWaitingQueue(defenseType)"
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@click="handleAddToWaiting(defenseType, $event)"
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variant="outline"
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class="w-full"
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>
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{{ t('queue.addToWaiting') }}
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</Button>
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</div>
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</CardContent>
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</Card>
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</div>
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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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<AlertDialogAction>{{ 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 { useDetailDialogStore } from '@/stores/detailDialogStore'
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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 } from 'vue'
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import { DefenseType, BuildingType } from '@/types/game'
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import { Card, CardContent, CardDescription, CardHeader, CardTitle } from '@/components/ui/card'
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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 ResourceIcon from '@/components/common/ResourceIcon.vue'
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import {
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AlertDialog,
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AlertDialogAction,
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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/common/UnlockRequirement.vue'
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import CardUnlockOverlay from '@/components/common/CardUnlockOverlay.vue'
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import { formatNumber, getResourceCostColor } from '@/utils/format'
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import * as publicLogic from '@/logic/publicLogic'
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import * as shipValidation from '@/logic/shipValidation'
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import * as shipLogic from '@/logic/shipLogic'
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import * as gameLogic from '@/logic/gameLogic'
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import * as waitingQueueLogic from '@/logic/waitingQueueLogic'
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import * as officerLogic from '@/logic/officerLogic'
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import { triggerQueueAnimation } from '@/composables/useQueueAnimation'
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const gameStore = useGameStore()
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const detailDialog = useDetailDialogStore()
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const { t } = useI18n()
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const { DEFENSES } = useGameConfig()
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const planet = computed(() => gameStore.currentPlanet)
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// 导弹容量相关计算
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const missileSiloCapacity = computed(() => {
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if (!planet.value) return 0
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return shipLogic.calculateMissileSiloCapacity(planet.value.buildings)
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})
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const currentMissileCount = computed(() => {
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if (!planet.value) return 0
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return shipLogic.calculateCurrentMissileCount(planet.value.defense)
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})
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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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// 防抖状态:防止快速点击
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const isProcessing = ref(false)
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const DEBOUNCE_DELAY = 300 // 防抖延迟(毫秒)
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// 资源类型配置(用于成本显示)
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const costResourceTypes = [
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{ key: 'metal' as const },
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{ key: 'crystal' as const },
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{ key: 'deuterium' as const },
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{ key: 'darkMatter' as const }
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]
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// 每种防御设施的建造数量
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const quantities = ref<Record<DefenseType, number>>({
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[DefenseType.RocketLauncher]: 0,
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[DefenseType.LightLaser]: 0,
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[DefenseType.HeavyLaser]: 0,
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[DefenseType.GaussCannon]: 0,
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[DefenseType.IonCannon]: 0,
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[DefenseType.PlasmaTurret]: 0,
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[DefenseType.SmallShieldDome]: 0,
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[DefenseType.LargeShieldDome]: 0,
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[DefenseType.AntiBallisticMissile]: 0,
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[DefenseType.InterplanetaryMissile]: 0,
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[DefenseType.PlanetaryShield]: 0
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})
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// 判断是否为护盾罩
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const isShieldDome = (defenseType: DefenseType): boolean => {
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return defenseType === DefenseType.SmallShieldDome || defenseType === DefenseType.LargeShieldDome
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}
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const buildDefense = (defenseType: DefenseType, quantity: number): { success: boolean; reason?: string } => {
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const currentPlanet = gameStore.currentPlanet
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if (!currentPlanet) return { success: false }
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const validation = shipValidation.validateDefenseBuild(currentPlanet, defenseType, quantity, gameStore.player.technologies)
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if (!validation.valid) return { success: false, reason: validation.reason }
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// 追踪资源消耗(在扣除前计算成本)
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const totalCost = shipLogic.calculateDefenseCost(defenseType, quantity)
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gameLogic.trackResourceConsumption(gameStore.player, totalCost)
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const queueItem = shipValidation.executeDefenseBuild(currentPlanet, defenseType, quantity, gameStore.player.officers)
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currentPlanet.buildQueue.push(queueItem)
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return { success: true }
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}
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// 建造防御设施
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const handleBuild = (defenseType: DefenseType, event: MouseEvent) => {
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// 防抖:防止快速点击
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if (isProcessing.value) return
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isProcessing.value = true
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setTimeout(() => {
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isProcessing.value = false
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}, DEBOUNCE_DELAY)
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const quantity = quantities.value[defenseType]
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if (quantity <= 0) {
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alertDialogTitle.value = t('defenseView.inputError')
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alertDialogMessage.value = t('defenseView.inputErrorMessage')
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alertDialogOpen.value = true
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return
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}
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const result = buildDefense(defenseType, quantity)
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if (!result.success) {
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alertDialogTitle.value = t('defenseView.buildFailed')
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alertDialogMessage.value = result.reason ? t(result.reason) : t('defenseView.buildFailedMessage')
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alertDialogOpen.value = true
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} else {
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// 触发抛物线动画
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triggerQueueAnimation(event, 'defense')
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quantities.value[defenseType] = 0
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}
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}
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// 检查是否可以建造
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const canBuild = (defenseType: DefenseType): boolean => {
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if (!planet.value) return false
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const quantity = quantities.value[defenseType]
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if (quantity <= 0) return false
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// 护盾罩只能建造一个
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if (isShieldDome(defenseType)) {
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if (planet.value.defense[defenseType] > 0) return false
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if (quantity > 1) return false
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}
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const config = DEFENSES.value[defenseType]
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const totalCost = {
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metal: config.cost.metal * quantity,
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crystal: config.cost.crystal * quantity,
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deuterium: config.cost.deuterium * quantity,
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darkMatter: config.cost.darkMatter * quantity
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}
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return (
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publicLogic.checkRequirements(planet.value, gameStore.player.technologies, config.requirements) &&
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planet.value.resources.metal >= totalCost.metal &&
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planet.value.resources.crystal >= totalCost.crystal &&
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planet.value.resources.deuterium >= totalCost.deuterium &&
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planet.value.resources.darkMatter >= totalCost.darkMatter
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)
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}
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// 计算总成本
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const getTotalCost = (defenseType: DefenseType) => {
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const quantity = quantities.value[defenseType]
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const config = DEFENSES.value[defenseType]
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return {
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metal: config.cost.metal * quantity,
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crystal: config.cost.crystal * quantity,
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deuterium: config.cost.deuterium * quantity,
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darkMatter: config.cost.darkMatter * quantity
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}
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}
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// 检查是否可以添加到等待队列
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const canAddToWaitingQueue = (defenseType: DefenseType): boolean => {
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if (!planet.value) return false
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const quantity = quantities.value[defenseType]
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if (quantity <= 0) return false
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// 护盾罩只能建造一个
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if (isShieldDome(defenseType)) {
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if (planet.value.defense[defenseType] > 0) return false
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if (quantity > 1) return false
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}
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// 检查前置条件是否满足
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const config = DEFENSES.value[defenseType]
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if (!publicLogic.checkRequirements(planet.value, gameStore.player.technologies, config.requirements)) {
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return false
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}
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// 检查等待队列是否已满
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const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
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const maxWaitingQueue = waitingQueueLogic.getMaxBuildWaitingQueue(planet.value, bonuses.additionalBuildQueue)
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const waitingQueue = planet.value.waitingBuildQueue || []
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if (waitingQueue.length >= maxWaitingQueue) {
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return false
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}
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// 只有当建造按钮被禁用时(资源不足)才显示等待队列按钮
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return !canBuild(defenseType)
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}
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// 添加到等待队列
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const handleAddToWaiting = (defenseType: DefenseType, event: MouseEvent) => {
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if (!planet.value) return
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const quantity = quantities.value[defenseType]
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if (quantity <= 0) return
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const item = waitingQueueLogic.createDefenseWaitingItem(defenseType, quantity, planet.value.id)
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const result = waitingQueueLogic.canAddToBuildWaitingQueue(planet.value, item, gameStore.player.officers)
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if (!result.canAdd) {
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alertDialogTitle.value = t('queue.waitingQueueFull')
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alertDialogMessage.value = result.reason ? t(result.reason) : ''
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alertDialogOpen.value = true
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return
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}
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// 触发抛物线动画
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triggerQueueAnimation(event, 'defense')
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waitingQueueLogic.addToBuildWaitingQueue(planet.value, item)
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quantities.value[defenseType] = 0
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}
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</script>
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