Files
ogame-vue-ts/src/views/BuildingsView.vue
谦君 731d79673b feat: 新增战报弹窗与舰队模拟器,重构UI组件
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。
2025-12-13 11:14:23 +08:00

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>