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