mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-12 07:55:11 +08:00
新增 BattleReportDialog、SpyReportDialog、NumberWithTooltip 等组件,完善舰队模拟器功能。重构并引入 Sheet、Sidebar、Tooltip、Skeleton 等 UI 组件,优化界面结构。实现 battle.worker 支持战斗计算,增加 universeStore、fleetStorageLogic 等核心逻辑,完善多语言与类型定义。
355 lines
14 KiB
Vue
355 lines
14 KiB
Vue
<template>
|
|
<div v-if="planet" class="container mx-auto p-4 sm:p-6">
|
|
<div class="flex justify-between items-center mb-4 sm:mb-6 gap-2">
|
|
<h1 class="text-2xl sm:text-3xl font-bold">{{ t('buildingsView.title') }}</h1>
|
|
<div class="text-xs sm:text-sm">
|
|
<span class="flex items-center gap-1.5 text-muted-foreground">
|
|
<Grid3x3 :size="14" />
|
|
{{ getUsedSpace(planet) }} / {{ planet.maxSpace }}
|
|
</span>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="grid grid-cols-2 lg:grid-cols-3 gap-3 sm:gap-4">
|
|
<Card v-for="buildingType in availableBuildings" :key="buildingType" class="relative">
|
|
<!-- 前置条件遮罩 -->
|
|
<CardUnlockOverlay :requirements="BUILDINGS[buildingType].requirements" :currentLevel="getBuildingLevel(buildingType)" />
|
|
|
|
<CardHeader>
|
|
<div class="flex justify-between items-start gap-2">
|
|
<div class="min-w-0 flex-1">
|
|
<CardTitle
|
|
class="text-base sm:text-lg cursor-pointer hover:text-primary transition-colors"
|
|
@click="detailDialog.openBuilding(buildingType, getBuildingLevel(buildingType))"
|
|
>
|
|
{{ BUILDINGS[buildingType].name }}
|
|
</CardTitle>
|
|
<CardDescription class="text-xs sm:text-sm">{{ BUILDINGS[buildingType].description }}</CardDescription>
|
|
</div>
|
|
<Badge variant="secondary" class="text-xs whitespace-nowrap flex-shrink-0">Lv {{ getBuildingLevel(buildingType) }}</Badge>
|
|
</div>
|
|
</CardHeader>
|
|
<CardContent>
|
|
<div class="space-y-3">
|
|
<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('buildingsView.upgradeCost') }}:</p>
|
|
<div class="space-y-1 sm:space-y-1.5">
|
|
<div class="flex items-center gap-1.5 sm:gap-2">
|
|
<ResourceIcon type="metal" size="sm" />
|
|
<span class="text-xs">{{ t('resources.metal') }}:</span>
|
|
<span
|
|
class="font-medium text-xs sm:text-sm"
|
|
:class="
|
|
getResourceCostColor(planet.resources.metal, getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).metal)
|
|
"
|
|
>
|
|
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).metal) }}
|
|
</span>
|
|
</div>
|
|
<div class="flex items-center gap-1.5 sm:gap-2">
|
|
<ResourceIcon type="crystal" size="sm" />
|
|
<span class="text-xs">{{ t('resources.crystal') }}:</span>
|
|
<span
|
|
class="font-medium text-xs sm:text-sm"
|
|
:class="
|
|
getResourceCostColor(
|
|
planet.resources.crystal,
|
|
getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).crystal
|
|
)
|
|
"
|
|
>
|
|
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).crystal) }}
|
|
</span>
|
|
</div>
|
|
<div class="flex items-center gap-1.5 sm:gap-2">
|
|
<ResourceIcon type="deuterium" size="sm" />
|
|
<span class="text-xs">{{ t('resources.deuterium') }}:</span>
|
|
<span
|
|
class="font-medium text-xs sm:text-sm"
|
|
:class="
|
|
getResourceCostColor(
|
|
planet.resources.deuterium,
|
|
getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).deuterium
|
|
)
|
|
"
|
|
>
|
|
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).deuterium) }}
|
|
</span>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="text-xs sm:text-sm space-y-0.5 sm:space-y-1">
|
|
<div class="flex items-center gap-1.5 text-muted-foreground">
|
|
<Clock :size="14" class="flex-shrink-0" />
|
|
<span>{{ formatTime(getBuildingTime(buildingType, getBuildingLevel(buildingType) + 1)) }}</span>
|
|
</div>
|
|
<div class="flex items-center gap-1.5 text-muted-foreground">
|
|
<Grid3x3 :size="14" class="flex-shrink-0" />
|
|
<span>{{ BUILDINGS[buildingType].spaceUsage }}</span>
|
|
</div>
|
|
</div>
|
|
|
|
<!-- 升级按钮 -->
|
|
<Button @click="handleUpgrade(buildingType)" :disabled="!canUpgrade(buildingType)" class="w-full">
|
|
{{ getUpgradeButtonText(buildingType) }}
|
|
</Button>
|
|
|
|
<!-- 拆除按钮 -->
|
|
<Button
|
|
v-if="getBuildingLevel(buildingType) > 0"
|
|
@click="handleDemolish(buildingType)"
|
|
:disabled="!canDemolish(buildingType)"
|
|
variant="destructive"
|
|
class="w-full"
|
|
>
|
|
{{ t('buildingsView.demolish') }}
|
|
</Button>
|
|
|
|
<!-- 拆除信息提示 -->
|
|
<div v-if="getBuildingLevel(buildingType) > 0" class="text-xs text-muted-foreground">
|
|
<p>{{ t('buildingsView.demolishRefund') }}:</p>
|
|
<div class="flex gap-2 flex-wrap">
|
|
<span>{{ formatNumber(getDemolishRefund(buildingType).metal) }} {{ t('resources.metal') }}</span>
|
|
<span>{{ formatNumber(getDemolishRefund(buildingType).crystal) }} {{ t('resources.crystal') }}</span>
|
|
<span>{{ formatNumber(getDemolishRefund(buildingType).deuterium) }} {{ t('resources.deuterium') }}</span>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</CardContent>
|
|
</Card>
|
|
</div>
|
|
|
|
<!-- 提示对话框 -->
|
|
<AlertDialog ref="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 { BuildingType, TechnologyType } from '@/types/game'
|
|
import type { Resources, Planet } from '@/types/game'
|
|
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from '@/components/ui/card'
|
|
import { Button } from '@/components/ui/button'
|
|
import { Badge } from '@/components/ui/badge'
|
|
import ResourceIcon from '@/components/ResourceIcon.vue'
|
|
import CardUnlockOverlay from '@/components/CardUnlockOverlay.vue'
|
|
import AlertDialog from '@/components/AlertDialog.vue'
|
|
import { Clock, Grid3x3 } from 'lucide-vue-next'
|
|
import { formatNumber, formatTime, getResourceCostColor } from '@/utils/format'
|
|
import * as buildingLogic from '@/logic/buildingLogic'
|
|
import * as buildingValidation from '@/logic/buildingValidation'
|
|
import * as publicLogic from '@/logic/publicLogic'
|
|
|
|
const gameStore = useGameStore()
|
|
const detailDialog = useDetailDialogStore()
|
|
const { t } = useI18n()
|
|
const { BUILDINGS, TECHNOLOGIES } = useGameConfig()
|
|
const planet = computed(() => gameStore.currentPlanet)
|
|
const alertDialog = ref<InstanceType<typeof AlertDialog> | null>(null)
|
|
|
|
// 根据星球类型过滤可用建筑
|
|
const availableBuildings = computed(() => {
|
|
if (!planet.value) return []
|
|
return Object.values(BuildingType).filter(buildingType => {
|
|
const config = BUILDINGS.value[buildingType]
|
|
if (planet.value!.isMoon) {
|
|
// 月球只能建造月球专属建筑
|
|
return config.moonOnly === true
|
|
} else {
|
|
// 行星不能建造月球专属建筑
|
|
return config.moonOnly !== true
|
|
}
|
|
})
|
|
})
|
|
|
|
const upgradeBuilding = (buildingType: BuildingType): boolean => {
|
|
if (!gameStore.currentPlanet) return false
|
|
const validation = buildingValidation.validateBuildingUpgrade(
|
|
gameStore.currentPlanet,
|
|
buildingType,
|
|
gameStore.player.technologies,
|
|
gameStore.player.officers
|
|
)
|
|
if (!validation.valid) return false
|
|
const queueItem = buildingValidation.executeBuildingUpgrade(gameStore.currentPlanet, buildingType, gameStore.player.officers)
|
|
gameStore.currentPlanet.buildQueue.push(queueItem)
|
|
return true
|
|
}
|
|
|
|
const getUsedSpace = (planet: Planet): number => {
|
|
return buildingLogic.calculateUsedSpace(planet)
|
|
}
|
|
|
|
// 升级建筑
|
|
const handleUpgrade = (buildingType: BuildingType) => {
|
|
// 检查前置条件
|
|
if (!checkUpgradeRequirements(buildingType)) {
|
|
alertDialog.value?.show({
|
|
title: t('common.requirementsNotMet'),
|
|
message: getRequirementsList(buildingType)
|
|
})
|
|
return
|
|
}
|
|
|
|
const success = upgradeBuilding(buildingType)
|
|
if (!success) {
|
|
alertDialog.value?.show({
|
|
title: t('buildingsView.upgradeFailed'),
|
|
message: t('buildingsView.upgradeFailedMessage')
|
|
})
|
|
}
|
|
}
|
|
|
|
// 获取建筑等级
|
|
const getBuildingLevel = (buildingType: BuildingType): number => {
|
|
return planet.value?.buildings[buildingType] || 0
|
|
}
|
|
|
|
// 检查升级前置条件是否满足
|
|
const checkUpgradeRequirements = (buildingType: BuildingType): boolean => {
|
|
if (!planet.value) return false
|
|
const config = BUILDINGS.value[buildingType]
|
|
const currentLevel = getBuildingLevel(buildingType)
|
|
const targetLevel = currentLevel + 1
|
|
|
|
// 获取目标等级的所有前置条件(包括等级门槛)
|
|
const requirements = publicLogic.getLevelRequirements(config, targetLevel)
|
|
|
|
if (!requirements || Object.keys(requirements).length === 0) return true
|
|
return publicLogic.checkRequirements(planet.value, gameStore.player.technologies, requirements)
|
|
}
|
|
|
|
// 获取升级按钮文本
|
|
const getUpgradeButtonText = (buildingType: BuildingType): string => {
|
|
if (!planet.value) return t('buildingsView.upgrade')
|
|
|
|
const config = BUILDINGS.value[buildingType]
|
|
const currentLevel = getBuildingLevel(buildingType)
|
|
|
|
// 检查是否达到等级上限
|
|
if (config.maxLevel !== undefined && currentLevel >= config.maxLevel) {
|
|
return t('buildingsView.maxLevelReached') // "等级已满"
|
|
}
|
|
|
|
if (planet.value.buildQueue.length > 0) return t('buildingsView.upgrade')
|
|
|
|
// 检查前置条件
|
|
if (!checkUpgradeRequirements(buildingType)) {
|
|
return t('buildingsView.requirementsNotMet')
|
|
}
|
|
|
|
return t('buildingsView.upgrade')
|
|
}
|
|
|
|
// 获取前置条件列表文本
|
|
const getRequirementsList = (buildingType: BuildingType): string => {
|
|
const config = BUILDINGS.value[buildingType]
|
|
const currentLevel = getBuildingLevel(buildingType)
|
|
const targetLevel = currentLevel + 1
|
|
|
|
// 获取目标等级的所有前置条件(包括等级门槛)
|
|
const requirements = publicLogic.getLevelRequirements(config, targetLevel)
|
|
|
|
if (!requirements || !planet.value) return ''
|
|
|
|
const lines: string[] = []
|
|
for (const [key, requiredLevel] of Object.entries(requirements)) {
|
|
// 检查是否为建筑类型
|
|
if (Object.values(BuildingType).includes(key as BuildingType)) {
|
|
const bt = key as BuildingType
|
|
const currentLevel = planet.value.buildings[bt] || 0
|
|
const name = BUILDINGS.value[bt]?.name || bt
|
|
const status = currentLevel >= requiredLevel ? '✓' : '✗'
|
|
lines.push(`${status} ${name}: Lv ${requiredLevel} (${t('common.current')}: Lv ${currentLevel})`)
|
|
}
|
|
// 检查是否为科技类型
|
|
else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
|
|
const tt = key as TechnologyType
|
|
const currentLevel = gameStore.player.technologies[tt] || 0
|
|
const name = TECHNOLOGIES.value[tt]?.name || tt
|
|
const status = currentLevel >= requiredLevel ? '✓' : '✗'
|
|
lines.push(`${status} ${name}: Lv ${requiredLevel} (${t('common.current')}: Lv ${currentLevel})`)
|
|
}
|
|
}
|
|
return lines.join('\n')
|
|
}
|
|
|
|
// 检查是否可以升级
|
|
const canUpgrade = (buildingType: BuildingType): boolean => {
|
|
if (!planet.value) return false
|
|
|
|
const config = BUILDINGS.value[buildingType]
|
|
const currentLevel = getBuildingLevel(buildingType)
|
|
|
|
// 检查是否达到等级上限
|
|
if (config.maxLevel !== undefined && currentLevel >= config.maxLevel) {
|
|
return false
|
|
}
|
|
|
|
if (planet.value.buildQueue.length > 0) return false
|
|
|
|
// 检查前置条件
|
|
const validation = buildingValidation.validateBuildingUpgrade(
|
|
planet.value,
|
|
buildingType,
|
|
gameStore.player.technologies,
|
|
gameStore.player.officers
|
|
)
|
|
if (!validation.valid) return false
|
|
|
|
const cost = getBuildingCost(buildingType, currentLevel + 1)
|
|
|
|
return (
|
|
planet.value.resources.metal >= cost.metal &&
|
|
planet.value.resources.crystal >= cost.crystal &&
|
|
planet.value.resources.deuterium >= cost.deuterium
|
|
)
|
|
}
|
|
|
|
const getBuildingCost = (buildingType: BuildingType, targetLevel: number): Resources => {
|
|
return buildingLogic.calculateBuildingCost(buildingType, targetLevel)
|
|
}
|
|
|
|
const getBuildingTime = (buildingType: BuildingType, targetLevel: number): number => {
|
|
return buildingLogic.calculateBuildingTime(buildingType, targetLevel)
|
|
}
|
|
|
|
// 拆除建筑
|
|
const demolishBuilding = (buildingType: BuildingType): boolean => {
|
|
if (!gameStore.currentPlanet) return false
|
|
const validation = buildingValidation.validateBuildingDemolish(gameStore.currentPlanet, buildingType, gameStore.player.officers)
|
|
if (!validation.valid) return false
|
|
const queueItem = buildingValidation.executeBuildingDemolish(gameStore.currentPlanet, buildingType, gameStore.player.officers)
|
|
gameStore.currentPlanet.buildQueue.push(queueItem)
|
|
return true
|
|
}
|
|
|
|
const handleDemolish = (buildingType: BuildingType) => {
|
|
const success = demolishBuilding(buildingType)
|
|
if (!success) {
|
|
alertDialog.value?.show({
|
|
title: t('buildingsView.demolishFailed'),
|
|
message: t('buildingsView.demolishFailedMessage')
|
|
})
|
|
}
|
|
}
|
|
|
|
// 检查是否可以拆除
|
|
const canDemolish = (buildingType: BuildingType): boolean => {
|
|
if (!planet.value) return false
|
|
if (planet.value.buildQueue.length > 0) return false
|
|
return getBuildingLevel(buildingType) > 0
|
|
}
|
|
|
|
// 获取拆除返还资源
|
|
const getDemolishRefund = (buildingType: BuildingType): Resources => {
|
|
const currentLevel = getBuildingLevel(buildingType)
|
|
return buildingLogic.calculateDemolishRefund(buildingType, currentLevel)
|
|
}
|
|
</script>
|