feat: 实现游戏核心系统和UI组件

核心系统:
- combatSystem: 战斗逻辑、伤害计算、战斗状态管理
- skillSystem: 技能系统、技能解锁、经验值、里程碑
- taskSystem: 任务系统、任务类型、任务执行和完成
- eventSystem: 事件系统、随机事件处理
- environmentSystem: 环境系统、时间流逝、区域效果
- levelingSystem: 升级系统、属性成长
- soundSystem: 音效系统

配置文件:
- enemies: 敌人配置、掉落表
- events: 事件配置、事件效果
- items: 物品配置、装备属性
- locations: 地点配置、探索事件
- skills: 技能配置、技能树

UI组件:
- CraftingDrawer: 制造界面
- InventoryDrawer: 背包界面
- 其他UI优化和动画

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Claude
2026-01-23 16:20:10 +08:00
parent 021f6a54f5
commit 16223c89a5
25 changed files with 2731 additions and 318 deletions

View File

@@ -5,6 +5,8 @@
import { SKILL_CONFIG } from '@/config/skills.js'
import { ITEM_CONFIG } from '@/config/items.js'
import { RECIPE_CONFIG } from '@/config/recipes.js'
import { addSkillExp, unlockSkill } from './skillSystem.js'
/**
* 任务类型枚举
@@ -16,7 +18,8 @@ export const TASK_TYPES = {
WORKING: 'working', // 工作
COMBAT: 'combat', // 战斗
EXPLORE: 'explore', // 探索
PRAYING: 'praying' // 祈祷
PRAYING: 'praying', // 祈祷
CRAFTING: 'crafting' // 制造
}
/**
@@ -27,15 +30,19 @@ const MUTEX_RULES = {
full: [
[TASK_TYPES.COMBAT, TASK_TYPES.TRAINING], // 战斗 vs 训练
[TASK_TYPES.COMBAT, TASK_TYPES.WORKING], // 战斗 vs 工作
[TASK_TYPES.COMBAT, TASK_TYPES.CRAFTING], // 战斗 vs 制造
[TASK_TYPES.TRAINING, TASK_TYPES.WORKING], // 训练 vs 工作
[TASK_TYPES.EXPLORE, TASK_TYPES.RESTING] // 探索 vs 休息
[TASK_TYPES.TRAINING, TASK_TYPES.CRAFTING], // 训练 vs 制造
[TASK_TYPES.EXPLORE, TASK_TYPES.RESTING], // 探索 vs 休息
[TASK_TYPES.EXPLORE, TASK_TYPES.CRAFTING] // 探索 vs 制造
],
// 部分互斥(需要一心多用技能)
partial: [
[TASK_TYPES.READING, TASK_TYPES.COMBAT], // 阅读 vs 战斗
[TASK_TYPES.READING, TASK_TYPES.TRAINING], // 阅读 vs 训练
[TASK_TYPES.READING, TASK_TYPES.WORKING] // 阅读 vs 工作
[TASK_TYPES.READING, TASK_TYPES.WORKING], // 阅读 vs 工作
[TASK_TYPES.READING, TASK_TYPES.CRAFTING] // 阅读 vs 制造
]
}
@@ -182,6 +189,17 @@ function checkTaskConditions(playerStore, taskType, taskData) {
return { canStart: false, reason: '需要圣经' }
}
break
case TASK_TYPES.CRAFTING:
// 需要配方ID
if (!taskData.recipeId) {
return { canStart: false, reason: '需要选择配方' }
}
// 需要耐力
if (playerStore.currentStats.stamina < 5) {
return { canStart: false, reason: '耐力不足' }
}
break
}
return { canStart: true, reason: '' }
@@ -275,6 +293,9 @@ function processSingleTask(gameStore, playerStore, task, deltaTime) {
case TASK_TYPES.PRAYING:
return processPrayingTask(gameStore, playerStore, task, elapsedSeconds)
case TASK_TYPES.CRAFTING:
return processCraftingTask(gameStore, playerStore, task, elapsedSeconds)
default:
return { completed: false }
}
@@ -491,6 +512,134 @@ function processPrayingTask(gameStore, playerStore, task, elapsedSeconds) {
return { completed: false }
}
/**
* 处理制造任务
*/
function processCraftingTask(gameStore, playerStore, task, elapsedSeconds) {
const recipeId = task.data.recipeId
const recipe = RECIPE_CONFIG[recipeId]
if (!recipe) {
return { completed: true, error: '配方不存在' }
}
// 消耗耐力(制造也需要体力)
const staminaCost = 1 * elapsedSeconds
if (playerStore.currentStats.stamina < staminaCost) {
return { completed: true, rewards: {}, failed: true }
}
playerStore.currentStats.stamina -= staminaCost
// 计算实际制造时间(受技能加成影响)
const craftingSkill = playerStore.skills[recipe.requiredSkill]
let timeMultiplier = 1.0
if (craftingSkill && craftingSkill.level > 0) {
// 制造技能每级减少5%时间
timeMultiplier = 1 - (Math.min(craftingSkill.level, 20) * 0.05)
}
// 累积制造进度(考虑时间加成)
const effectiveProgress = task.progress * timeMultiplier
// 检查是否完成
if (effectiveProgress >= recipe.baseTime) {
// 计算成功率
const successRate = calculateCraftingSuccessRate(playerStore, recipe)
// 判定是否成功
const success = Math.random() < successRate
if (success) {
// 给予制造技能经验
const expGain = recipe.baseTime * 0.5 // 基于制造时间的经验
if (!task.accumulatedExp) {
task.accumulatedExp = {}
}
if (!task.accumulatedExp[recipe.requiredSkill]) {
task.accumulatedExp[recipe.requiredSkill] = 0
}
task.accumulatedExp[recipe.requiredSkill] += expGain
const rewards = {
[recipe.requiredSkill]: task.accumulatedExp[recipe.requiredSkill] || 0,
craftedItem: recipe.resultItem,
craftedCount: recipe.resultCount
}
// 添加制造物品到背包(这将在任务完成回调中处理)
if (gameStore.addLog) {
const itemConfig = ITEM_CONFIG[recipe.resultItem]
gameStore.addLog(`制造成功:${itemConfig?.name || recipe.resultItem}`, 'reward')
}
return { completed: true, rewards, success: true }
} else {
// 制造失败
if (gameStore.addLog) {
gameStore.addLog(`制造失败:${recipeId}`, 'warning')
}
// 失败也给予少量经验
const expGain = recipe.baseTime * 0.1
if (!task.accumulatedExp) {
task.accumulatedExp = {}
}
if (!task.accumulatedExp[recipe.requiredSkill]) {
task.accumulatedExp[recipe.requiredSkill] = 0
}
task.accumulatedExp[recipe.requiredSkill] += expGain
const rewards = {
[recipe.requiredSkill]: task.accumulatedExp[recipe.requiredSkill] || 0
}
return { completed: true, rewards, success: false }
}
}
// 进行中,给予少量经验
const expPerTick = 0.5 * elapsedSeconds
if (!task.accumulatedExp) {
task.accumulatedExp = {}
}
if (!task.accumulatedExp[recipe.requiredSkill]) {
task.accumulatedExp[recipe.requiredSkill] = 0
}
task.accumulatedExp[recipe.requiredSkill] += expPerTick
return { completed: false }
}
/**
* 计算制造成功率
* @param {Object} playerStore - 玩家Store
* @param {Object} recipe - 配方对象
* @returns {Number} 成功率 (0-1)
*/
function calculateCraftingSuccessRate(playerStore, recipe) {
let successRate = recipe.baseSuccessRate
// 技能等级加成(每级+2%
const skill = playerStore.skills[recipe.requiredSkill]
if (skill && skill.level > 0) {
successRate += Math.min(skill.level, 20) * 0.02
}
// 运气加成
const luck = playerStore.baseStats?.luck || 10
successRate += luck * 0.001
// 检查是否有制造技能的全局加成
if (playerStore.globalBonus?.craftingSuccessRate) {
successRate += playerStore.globalBonus.craftingSuccessRate / 100
}
return Math.min(0.98, Math.max(0.05, successRate))
}
/**
* 获取任务奖励
*/
@@ -521,17 +670,17 @@ function applyTaskRewards(playerStore, task, rewards) {
continue
}
if (skillId === 'faith') {
// 信仰技能经验
// 信仰技能经验 - 使用addSkillExp处理
if (!playerStore.skills.faith) {
playerStore.skills.faith = { level: 0, exp: 0, unlocked: true }
unlockSkill(playerStore, 'faith')
}
playerStore.skills.faith.exp += exp
addSkillExp(playerStore, 'faith', exp)
continue
}
// 普通技能经验
// 普通技能经验 - 使用addSkillExp处理升级和里程碑
if (playerStore.skills[skillId]) {
playerStore.skills[skillId].exp += exp
addSkillExp(playerStore, skillId, exp)
}
}
}
@@ -547,7 +696,8 @@ function getTaskTypeName(taskType) {
working: '工作',
combat: '战斗',
explore: '探索',
praying: '祈祷'
praying: '祈祷',
crafting: '制造'
}
return names[taskType] || taskType
}