feat: 扩展游戏内容和地图系统优化

- MiniMap: 添加缩放/平移功能,优化节点显示样式
- 新增洞穴相关敌人和Boss(洞穴蝙蝠、洞穴领主)
- 新增义体类物品(钢制义臂、光学义眼、真皮护甲)
- 扩展武器技能系统(剑、斧、钝器、弓箭精通)
- 更新商店配置和义体相关功能
- 完善玩家/游戏Store状态管理

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Claude
2026-02-02 15:54:49 +08:00
parent ccfd6a5e75
commit 7b851656de
8 changed files with 511 additions and 111 deletions

View File

@@ -29,6 +29,7 @@ export const useGameStore = defineStore('game', () => {
const combatState = ref(null)
const autoCombat = ref(false) // 自动战斗模式
const isSearching = ref(false) // 正在寻找敌人中(自动战斗间隔期间)
const preferredStance = ref('balance') // 记住玩家偏好的战斗姿态
// 活动任务
const activeTasks = ref([])
@@ -45,6 +46,16 @@ export const useGameStore = defineStore('game', () => {
// 当前事件
const currentEvent = ref(null)
// 成就系统
const achievements = ref({})
const achievementProgress = ref({
totalKills: 0,
bossKills: 0,
prostheticEquipped: 0,
visitedLocations: new Set(),
totalEarned: 0
})
// 添加日志
function addLog(message, type = 'info') {
const time = `${String(gameTime.value.hour).padStart(2, '0')}:${String(gameTime.value.minute).padStart(2, '0')}`
@@ -60,6 +71,54 @@ export const useGameStore = defineStore('game', () => {
}
}
// 检查成就
function checkAchievements(triggerType, data = {}) {
const { ACHIEVEMENT_CONFIG } = require('@/config/achievements.js')
let newAchievements = []
for (const [id, achievement] of Object.entries(ACHIEVEMENT_CONFIG)) {
// 已完成的跳过
if (achievements.value[id]) continue
let unlocked = false
switch (achievement.condition.type) {
case 'kill':
unlocked = achievementProgress.value.totalKills >= achievement.condition.count
break
case 'boss_kill':
unlocked = achievementProgress.value.bossKills >= achievement.condition.count
break
case 'equip_prosthetic':
unlocked = data.prostheticCount >= achievement.condition.count
break
case 'skill_level':
unlocked = data.maxSkillLevel >= achievement.condition.level
break
case 'visit_locations':
unlocked = achievementProgress.value.visitedLocations.size >= achievement.condition.count
break
case 'total_earned':
unlocked = achievementProgress.value.totalEarned >= achievement.condition.amount
break
case 'survive_days':
unlocked = gameTime.value.day >= achievement.condition.days
break
}
if (unlocked) {
achievements.value[id] = {
unlocked: true,
timestamp: Date.now()
}
newAchievements.push(achievement)
addLog(`🏆 解锁成就: ${achievement.icon} ${achievement.name}`, 'reward')
}
}
return newAchievements
}
// 重置游戏状态
function resetGame() {
currentTab.value = 'status'
@@ -79,6 +138,7 @@ export const useGameStore = defineStore('game', () => {
combatState.value = null
autoCombat.value = false
isSearching.value = false
preferredStance.value = 'balance'
activeTasks.value = []
negativeStatus.value = []
marketPrices.value = {
@@ -86,6 +146,14 @@ export const useGameStore = defineStore('game', () => {
prices: {}
}
currentEvent.value = null
achievements.value = {}
achievementProgress.value = {
totalKills: 0,
bossKills: 0,
prostheticEquipped: 0,
visitedLocations: new Set(),
totalEarned: 0
}
}
return {
@@ -97,11 +165,15 @@ export const useGameStore = defineStore('game', () => {
combatState,
autoCombat,
isSearching,
preferredStance,
activeTasks,
negativeStatus,
marketPrices,
currentEvent,
achievements,
achievementProgress,
addLog,
resetGame
resetGame,
checkAchievements
}
})

View File

@@ -5,7 +5,7 @@ export const usePlayerStore = defineStore('player', () => {
// 基础属性
const baseStats = ref({
strength: 10, // 力量
agility: 8, // 敏捷
agility: 6, // 敏捷(降低以提高被命中率)
dexterity: 8, // 灵巧
intuition: 10, // 智力
vitality: 10 // 体质(影响HP)
@@ -36,9 +36,13 @@ export const usePlayerStore = defineStore('player', () => {
weapon: null,
armor: null,
shield: null,
accessory: null
accessory: null,
prosthetic: null // 义体装备位
})
// 义体适应性(使用义体时增加)
const prostheticAdaptation = ref(0)
// 背包
const inventory = ref([])
@@ -53,6 +57,12 @@ export const usePlayerStore = defineStore('player', () => {
// 标记
const flags = ref({})
// 击杀统计(用于成就和解锁条件)
const killCount = ref({})
// 访问过的位置
const visitedLocations = ref(new Set())
// 计算属性:总货币
const totalCurrency = computed(() => {
return {
@@ -66,7 +76,7 @@ export const usePlayerStore = defineStore('player', () => {
function resetPlayer() {
baseStats.value = {
strength: 10,
agility: 8,
agility: 6, // 降低以提高被命中率
dexterity: 8,
intuition: 10,
vitality: 10
@@ -89,12 +99,16 @@ export const usePlayerStore = defineStore('player', () => {
weapon: null,
armor: null,
shield: null,
accessory: null
accessory: null,
prosthetic: null
}
prostheticAdaptation.value = 0
inventory.value = []
currency.value = { copper: 0 }
currentLocation.value = 'camp'
flags.value = {}
killCount.value = {}
visitedLocations.value = new Set()
}
return {
@@ -103,11 +117,14 @@ export const usePlayerStore = defineStore('player', () => {
level,
skills,
equipment,
prostheticAdaptation,
inventory,
currency,
totalCurrency,
currentLocation,
flags,
killCount,
visitedLocations,
resetPlayer
}
})