Files
ogame-vue-ts/src/views/DefenseView.vue
谦君 724a70bebb docs: 新增西班牙语和日语README并优化多语言文档
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。
2025-12-25 18:25:08 +08:00

393 lines
16 KiB
Vue

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