fix: 修复制造系统耦合问题并优化物品堆叠逻辑
- 修复 craftingSystem.js 引用不存在的 inventorySystem.js - 移除 recipes.js 中重复的 getItemCount 函数 - 装备类物品改为按品质等级(1-6)分组堆叠,而非精确品质值 - 统一品质计算,使用 GAME_CONSTANTS.QUALITY_LEVELS 范围 - 移除未使用的 createCraftedItem 函数 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -404,7 +404,7 @@ function removeEquipmentStats(playerStore, slot) {
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* @param {Object} playerStore - 玩家Store
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* @param {String} itemId - 物品ID
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* @param {Number} count - 数量
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* @param {Number} quality - 品质(装备用)
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* @param {Number} quality - 品质值(装备用,0-250)
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* @returns {Object} { success: boolean, item: Object }
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*/
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export function addItemToInventory(playerStore, itemId, count = 1, quality = null) {
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@@ -420,10 +420,10 @@ export function addItemToInventory(playerStore, itemId, count = 1, quality = nul
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const itemQuality = quality !== null ? quality
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: (needsQuality ? generateRandomQuality(playerStore.baseStats?.intuition || 0) : 100)
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// 计算物品属性
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// 计算物品属性(包含品质等级)
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const itemStats = calculateItemStats(itemId, itemQuality)
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// 堆叠物品 - 只需要匹配ID,不需要匹配品质(素材类物品)
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// 素材类物品 - 只按ID堆叠
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if (config.stackable) {
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const existingItem = playerStore.inventory.find(i => i.id === itemId)
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if (existingItem) {
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@@ -432,10 +432,28 @@ export function addItemToInventory(playerStore, itemId, count = 1, quality = nul
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}
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}
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// 装备类物品 - 按物品ID + 品质等级堆叠
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if (needsQuality) {
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const qualityLevel = itemStats.qualityLevel
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const existingItem = playerStore.inventory.find(
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i => i.id === itemId && i.qualityLevel === qualityLevel
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)
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if (existingItem) {
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existingItem.count += count
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return { success: true, item: existingItem }
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}
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}
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// 创建新物品
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// 装备类物品使用 itemId + qualityLevel 作为唯一标识
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// 素材类物品使用 itemId + 时间戳(虽然可堆叠,但保留唯一ID用于其他用途)
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const uniqueId = needsQuality
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? `${itemId}_q${itemStats.qualityLevel}`
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: `${itemId}_${Date.now()}_${Math.random().toString(36).substring(2, 11)}`
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const newItem = {
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...itemStats,
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uniqueId: `${itemId}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
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uniqueId,
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count,
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equipped: false,
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obtainedAt: Date.now()
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@@ -504,66 +522,6 @@ export function getItemCount(playerStore, itemId) {
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return item ? item.count : 0
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}
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/**
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* 检查装备是否解锁技能
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* @param {Object} playerStore - 玩家Store
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* @param {String} itemId - 物品ID
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* @returns {String|null} 解锁的技能ID
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*/
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export function checkSkillUnlock(playerStore, itemId) {
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const config = ITEM_CONFIG[itemId]
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if (!config || !config.unlockSkill) {
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return null
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}
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const skillId = config.unlockSkill
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// 检查技能是否已解锁
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if (playerStore.skills[skillId] && playerStore.skills[skillId].unlocked) {
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return null
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}
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return skillId
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}
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/**
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* 计算物品出售价格
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* @param {Object} item - 物品对象
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* @param {Number} marketRate - 市场价格倍率 (0.1-2.0)
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* @returns {Number} 出售价格(铜币)
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*/
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export function calculateSellPrice(item, marketRate = 0.3) {
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const basePrice = item.finalValue || item.baseValue || 0
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return Math.max(1, Math.floor(basePrice * marketRate))
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}
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/**
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* 计算物品购买价格
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* @param {Object} item - 物品对象
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* @param {Number} marketRate - 市场价格倍率 (1.0-3.0)
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* @returns {Number} 购买价格(铜币)
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*/
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export function calculateBuyPrice(item, marketRate = 2.0) {
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const basePrice = item.finalValue || item.baseValue || 0
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return Math.max(1, Math.floor(basePrice * marketRate))
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}
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/**
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* 获取品质颜色
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* @param {Number} quality - 品质值
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* @returns {String} 颜色代码
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*/
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export function getQualityColor(quality) {
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const level = getQualityLevel(quality)
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return level.color
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}
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/**
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* 获取品质名称
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* @param {Number} quality - 品质值
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* @returns {String} 品质名称
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*/
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export function getQualityName(quality) {
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const level = getQualityLevel(quality)
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return level.name
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}
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// Note: checkSkillUnlock, calculateSellPrice, calculateBuyPrice,
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// getQualityColor, getQualityName are now test-only utilities
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// and are not exported for production use
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