mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-11 23:45:11 +08:00
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。
416 lines
17 KiB
Vue
416 lines
17 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.ResearchLab" :required-level="1" />
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<h1 class="text-2xl sm:text-3xl font-bold mb-4 sm:mb-6">{{ t('researchView.title') }}</h1>
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<div class="grid grid-cols-2 lg:grid-cols-3 gap-3 sm:gap-4">
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<Card v-for="techType in Object.values(TechnologyType)" :key="techType" :data-tech="techType" class="relative">
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<CardUnlockOverlay :requirements="TECHNOLOGIES[techType].requirements" :currentLevel="getTechLevel(techType)" />
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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.openTechnology(techType, getTechLevel(techType))"
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>
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{{ TECHNOLOGIES[techType].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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Lv {{ getTechLevel(techType) }}
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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">{{ TECHNOLOGIES[techType].description }}</CardDescription>
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</CardHeader>
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<CardContent>
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<div class="space-y-2.5 sm:space-y-3">
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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('researchView.researchCost') }}:</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' || getTechnologyCost(techType, getTechLevel(techType) + 1).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="
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getResourceCostColor(
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planet.resources[resourceType.key],
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getTechnologyCost(techType, getTechLevel(techType) + 1)[resourceType.key]
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)
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"
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>
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{{ formatNumber(getTechnologyCost(techType, getTechLevel(techType) + 1)[resourceType.key]) }}
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</span>
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</div>
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</div>
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<!-- 研究时间 -->
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<div class="flex items-center gap-1.5 sm:gap-2">
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<Clock class="h-3.5 w-3.5 sm:h-4 sm:w-4 text-muted-foreground" />
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<span class="font-medium text-xs sm:text-sm text-muted-foreground">{{ formatTime(getResearchTime(techType)) }}</span>
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</div>
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</div>
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<Button @click="handleResearch(techType, $event)" :disabled="!canResearch(techType)" class="w-full">
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{{ getResearchButtonText(techType) }}
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</Button>
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<!-- 添加到等待队列按钮 -->
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<Button v-if="canAddToWaitingQueue(techType)" @click="handleAddToWaiting(techType, $event)" variant="outline" class="w-full">
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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 v-if="!alertDialogShowRequirements" class="whitespace-pre-line">
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{{ alertDialogMessage }}
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</AlertDialogDescription>
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<AlertDialogDescription v-else>
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<div class="space-y-2">
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<div v-for="(req, index) in alertDialogRequirements" :key="index" class="flex items-center gap-2 text-sm">
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<Check v-if="req.met" :size="16" class="text-green-500 shrink-0" />
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<X v-else :size="16" class="text-red-500 shrink-0" />
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<span>{{ req.name }}: Lv {{ req.requiredLevel }} ({{ t('common.current') }}: Lv {{ req.currentLevel }})</span>
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</div>
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</div>
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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 { TechnologyType, BuildingType } from '@/types/game'
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import type { Resources } 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 { 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 { Check, X, Clock } from 'lucide-vue-next'
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import { formatNumber, formatTime, getResourceCostColor } from '@/utils/format'
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import * as publicLogic from '@/logic/publicLogic'
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import * as researchLogic from '@/logic/researchLogic'
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import * as researchValidation from '@/logic/researchValidation'
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import * as gameLogic from '@/logic/gameLogic'
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import * as officerLogic from '@/logic/officerLogic'
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import * as waitingQueueLogic from '@/logic/waitingQueueLogic'
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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 { TECHNOLOGIES, BUILDINGS } = useGameConfig()
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const planet = computed(() => gameStore.currentPlanet)
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const player = computed(() => gameStore.player)
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// AlertDialog 状态
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const alertDialogOpen = ref(false)
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const alertDialogTitle = ref('')
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const alertDialogMessage = ref('')
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const alertDialogRequirements = ref<Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }>>([])
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const alertDialogShowRequirements = ref(false)
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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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const researchTechnology = (techType: TechnologyType): boolean => {
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if (!gameStore.currentPlanet) return false
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const validation = researchValidation.validateTechnologyResearch(
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gameStore.currentPlanet,
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techType,
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gameStore.player.technologies,
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gameStore.player.researchQueue
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)
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if (!validation.valid) return false
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const currentLevel = gameStore.player.technologies[techType] || 0
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// 追踪资源消耗(在扣除前计算成本)
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const cost = researchLogic.calculateTechnologyCost(techType, currentLevel + 1)
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gameLogic.trackResourceConsumption(gameStore.player, cost)
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const { queueItem } = researchValidation.executeTechnologyResearch(
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gameStore.currentPlanet,
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techType,
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currentLevel,
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gameStore.player.officers,
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gameStore.player.technologies
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)
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gameStore.player.researchQueue.push(queueItem)
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return true
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}
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// 检查升级前置条件是否满足
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const checkUpgradeRequirements = (techType: TechnologyType): boolean => {
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if (!planet.value) return false
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const config = TECHNOLOGIES.value[techType]
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const currentLevel = getTechLevel(techType)
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const targetLevel = currentLevel + 1
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// 获取目标等级的所有前置条件(包括等级门槛)
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const requirements = publicLogic.getLevelRequirements(config, targetLevel)
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if (!requirements || Object.keys(requirements).length === 0) return true
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return publicLogic.checkRequirements(planet.value, gameStore.player.technologies, requirements)
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}
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// 获取研究按钮文本
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const getResearchButtonText = (techType: TechnologyType): string => {
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if (!planet.value) return t('researchView.research')
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const config = TECHNOLOGIES.value[techType]
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const currentLevel = getTechLevel(techType)
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// 检查是否达到等级上限
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if (config.maxLevel !== undefined && currentLevel >= config.maxLevel) {
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return t('researchView.maxLevelReached') // "等级已满"
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}
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// 检查研究队列是否已满
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const maxQueue = publicLogic.getMaxResearchQueue(gameStore.player.technologies)
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if (player.value.researchQueue.length >= maxQueue) {
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return t('researchView.research')
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}
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// 检查前置条件
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if (!checkUpgradeRequirements(techType)) {
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return t('buildingsView.requirementsNotMet') // "条件不足"
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}
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return t('researchView.research') // "研究"
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}
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// 获取前置条件列表
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const getRequirementsList = (
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techType: TechnologyType
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): Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }> => {
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const config = TECHNOLOGIES.value[techType]
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const currentLevel = getTechLevel(techType)
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const targetLevel = currentLevel + 1
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// 获取目标等级的所有前置条件(包括等级门槛)
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const requirements = publicLogic.getLevelRequirements(config, targetLevel)
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if (!requirements || !planet.value) return []
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const items: Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }> = []
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for (const [key, requiredLevel] of Object.entries(requirements)) {
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// 检查是否为建筑类型
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if (Object.values(BuildingType).includes(key as BuildingType)) {
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const bt = key as BuildingType
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const currentLevel = planet.value.buildings[bt] || 0
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const name = BUILDINGS.value[bt]?.name || bt
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items.push({ name, requiredLevel, currentLevel, met: currentLevel >= requiredLevel })
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}
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// 检查是否为科技类型
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else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
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const tt = key as TechnologyType
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const currentLevel = gameStore.player.technologies[tt] || 0
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const name = TECHNOLOGIES.value[tt]?.name || tt
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items.push({ name, requiredLevel, currentLevel, met: currentLevel >= requiredLevel })
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}
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}
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return items
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}
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// 研究科技
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const handleResearch = (techType: TechnologyType, 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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// 检查前置条件
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if (!checkUpgradeRequirements(techType)) {
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alertDialogTitle.value = t('common.requirementsNotMet')
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alertDialogRequirements.value = getRequirementsList(techType)
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alertDialogShowRequirements.value = true
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alertDialogMessage.value = ''
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alertDialogOpen.value = true
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return
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}
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const success = researchTechnology(techType)
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if (!success) {
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alertDialogTitle.value = t('researchView.researchFailed')
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alertDialogMessage.value = t('researchView.researchFailedMessage')
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alertDialogShowRequirements.value = false
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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, 'technology')
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}
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}
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// 获取科技等级
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const getTechLevel = (techType: TechnologyType): number => {
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return player.value.technologies[techType] || 0
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}
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// 检查是否可以研究
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const canResearch = (techType: TechnologyType): boolean => {
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if (!planet.value) return false
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const config = TECHNOLOGIES.value[techType]
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const currentLevel = getTechLevel(techType)
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// 检查是否达到等级上限
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if (config.maxLevel !== undefined && currentLevel >= config.maxLevel) {
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return false
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}
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// 检查队列中是否已存在该科技的研究任务
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const existingQueueItem = player.value.researchQueue.find(item => item.type === 'technology' && item.itemType === techType)
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if (existingQueueItem) {
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return false
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}
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// 检查研究队列是否已满
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const maxQueue = publicLogic.getMaxResearchQueue(gameStore.player.technologies)
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if (player.value.researchQueue.length >= maxQueue) {
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return false
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}
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const cost = getTechnologyCost(techType, currentLevel + 1)
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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 >= cost.metal &&
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planet.value.resources.crystal >= cost.crystal &&
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planet.value.resources.deuterium >= cost.deuterium &&
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planet.value.resources.darkMatter >= cost.darkMatter
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)
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}
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const getTechnologyCost = (techType: TechnologyType, targetLevel: number): Resources => {
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return researchLogic.calculateTechnologyCost(techType, targetLevel)
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}
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// 获取研究时间(秒)
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const getResearchTime = (techType: TechnologyType): number => {
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if (!planet.value) return 0
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const currentLevel = getTechLevel(techType)
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const researchLabLevel = planet.value.buildings['researchLab'] || 0
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const energyTechLevel = player.value.technologies['energyTechnology'] || 0
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const bonuses = officerLogic.calculateActiveBonuses(player.value.officers, gameStore.gameTime)
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return researchLogic.calculateTechnologyTime(techType, currentLevel, bonuses.researchSpeedBonus, researchLabLevel, energyTechLevel)
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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 = (techType: TechnologyType): boolean => {
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if (!planet.value) return false
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const config = TECHNOLOGIES.value[techType]
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const currentLevel = getTechLevel(techType)
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// 计算目标等级:当前等级 + 正式队列中的升级数 + 等待队列中的升级数 + 1
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const upgradesInResearchQueue = player.value.researchQueue.filter(q => q.type === 'technology' && q.itemType === techType).length
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const waitingQueue = player.value.waitingResearchQueue || []
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const upgradesInWaitingQueue = waitingQueue.filter(q => q.type === 'technology' && q.itemType === techType).length
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const targetLevel = currentLevel + upgradesInResearchQueue + upgradesInWaitingQueue + 1
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// 检查是否达到等级上限(使用计算后的目标等级)
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if (config.maxLevel !== undefined && targetLevel > config.maxLevel) {
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return false
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}
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// 检查目标等级的前置条件是否满足
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// 如果该科技已经在队列中(正式或等待),说明基本条件已满足,跳过检查
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const alreadyInQueue = upgradesInResearchQueue > 0 || upgradesInWaitingQueue > 0
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if (!alreadyInQueue) {
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// 第一次添加时,检查当前等级+1的前置条件
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if (!checkUpgradeRequirements(techType)) {
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return false
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}
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} else {
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// 后续添加时,检查目标等级的前置条件
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const requirements = publicLogic.getLevelRequirements(config, targetLevel)
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if (requirements && Object.keys(requirements).length > 0) {
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if (!publicLogic.checkRequirements(planet.value, gameStore.player.technologies, requirements)) {
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return false
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}
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}
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}
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// 科技可以多次排队(比如能源技术升级到2、3、4、5级)
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// 只需要检查等待队列是否已满
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const maxWaitingQueue = waitingQueueLogic.getMaxResearchWaitingQueue(player.value.technologies)
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if (waitingQueue.length >= maxWaitingQueue) {
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return false
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}
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return true
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}
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// 添加到等待队列
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const handleAddToWaiting = (techType: TechnologyType, event: MouseEvent) => {
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const currentLevel = getTechLevel(techType)
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// 计算目标等级:当前等级 + 正式队列中的升级数 + 等待队列中的升级数 + 1
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const upgradesInResearchQueue = player.value.researchQueue.filter(q => q.type === 'technology' && q.itemType === techType).length
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const waitingQueue = player.value.waitingResearchQueue || []
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const upgradesInWaitingQueue = waitingQueue.filter(q => q.type === 'technology' && q.itemType === techType).length
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const targetLevel = currentLevel + upgradesInResearchQueue + upgradesInWaitingQueue + 1
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const item = waitingQueueLogic.createResearchWaitingItem(techType, targetLevel)
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const result = waitingQueueLogic.canAddToResearchWaitingQueue(player.value, item)
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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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alertDialogShowRequirements.value = false
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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, 'technology')
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waitingQueueLogic.addToResearchWaitingQueue(player.value, item)
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}
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</script>
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