feat: 优化游戏体验和系统平衡性
- 修复商店物品名称显示问题,添加堆叠物品出售数量选择 - 自动战斗状态持久化,战斗结束显示"寻找中"状态 - 战斗日志显示经验获取详情(战斗经验、武器经验) - 技能进度条显示当前/最大经验值 - 阅读自动解锁技能并持续获得阅读经验,背包可直接阅读 - 优化训练平衡:时长60秒,经验5点/秒,耐力消耗降低 - 实现自然回复系统:基于体质回复HP/耐力,休息提供3倍加成 - 战斗和训练时不进行自然回复 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -71,6 +71,81 @@ export function isGameLoopRunning() {
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return isLoopRunning
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}
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/**
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* 检查玩家是否正在休息
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* @param {Object} gameStore - 游戏Store
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* @returns {Boolean}
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*/
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function isPlayerResting(gameStore) {
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return gameStore.activeTasks?.some(task => task.type === 'resting') || false
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}
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/**
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* 检查玩家是否正在训练
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* @param {Object} gameStore - 游戏Store
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* @returns {Boolean}
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*/
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function isPlayerTraining(gameStore) {
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return gameStore.activeTasks?.some(task => task.type === 'training') || false
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}
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/**
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* 处理自然回复
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* 基于体质属性自然回复HP和耐力,休息时提供额外加成
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* 注意:战斗中和训练时不进行自然回复
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* @param {Object} gameStore - 游戏Store
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* @param {Object} playerStore - 玩家Store
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*/
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function processNaturalRegeneration(gameStore, playerStore) {
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const { currentStats, baseStats } = playerStore
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const isResting = isPlayerResting(gameStore)
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// 体质影响HP回复量:每点体质每秒回复0.05点HP
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// 体质10 = 每秒0.5点HP基础回复
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const vitality = baseStats?.vitality || 10
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const baseHpRegen = vitality * 0.05
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// 耐力基础回复:每秒回复1点
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const baseStaminaRegen = 1
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// 休息时回复倍率
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const restMultiplier = isResting ? 3 : 1
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// 计算实际回复量
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const hpRegen = baseHpRegen * restMultiplier
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const staminaRegen = baseStaminaRegen * restMultiplier
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// 记录旧值用于日志
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const oldHp = currentStats.health
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const oldStamina = currentStats.stamina
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// 应用回复(不超过最大值)
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const newHp = Math.min(currentStats.maxHealth, currentStats.health + hpRegen)
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const newStamina = Math.min(currentStats.maxStamina, currentStats.stamina + staminaRegen)
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currentStats.health = newHp
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currentStats.stamina = newStamina
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// 只在有明显回复且每30秒输出一次日志
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if (gameStore.lastRegenLogTime === undefined) {
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gameStore.lastRegenLogTime = 0
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}
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const now = Date.now()
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const shouldLog = (now - gameStore.lastRegenLogTime) > 30000 && // 30秒
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((newHp > oldHp && newHp < currentStats.maxHealth) ||
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(newStamina > oldStamina && newStamina < currentStats.maxStamina))
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if (shouldLog) {
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gameStore.lastRegenLogTime = now
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if (isResting) {
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// 休息中的日志由休息任务处理,这里不重复输出
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} else if (newHp > oldHp && newStamina > oldStamina) {
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gameStore.addLog('自然回复:HP和耐力缓慢恢复中...', 'info')
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}
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}
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}
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/**
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* 游戏主tick - 每秒执行一次
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* @param {Object} gameStore - 游戏Store
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@@ -80,6 +155,11 @@ export function gameTick(gameStore, playerStore) {
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// 1. 更新游戏时间
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updateGameTime(gameStore)
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// 1.5. 自然回复(仅在非战斗、非训练状态)
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if (!gameStore.inCombat && !isPlayerTraining(gameStore)) {
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processNaturalRegeneration(gameStore, playerStore)
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}
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// 2. 处理战斗
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if (gameStore.inCombat && gameStore.combatState) {
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handleCombatTick(gameStore, playerStore)
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@@ -197,6 +277,9 @@ export function handleCombatVictory(gameStore, playerStore, combatResult) {
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// 添加日志
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gameStore.addLog(`战胜了 ${enemy.name}!`, 'reward')
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// 收集所有经验获取信息,用于统一日志显示
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const expGains = []
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// 给予经验值 (使用新的等级系统)
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if (enemy.expReward) {
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const adjustedExp = calculateCombatExp(
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@@ -204,7 +287,12 @@ export function handleCombatVictory(gameStore, playerStore, combatResult) {
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playerStore.level.current,
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enemy.expReward
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)
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addExp(playerStore, gameStore, adjustedExp)
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const levelResult = addExp(playerStore, gameStore, adjustedExp)
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expGains.push({
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type: '战斗经验',
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amount: adjustedExp,
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leveledUp: levelResult.leveledUp
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})
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}
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// 给予武器技能经验奖励
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@@ -222,14 +310,32 @@ export function handleCombatVictory(gameStore, playerStore, combatResult) {
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if (skillId) {
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const result = addSkillExp(playerStore, skillId, enemy.skillExpReward)
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const skillName = SKILL_CONFIG[skillId]?.name || skillId
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expGains.push({
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type: `${skillName}经验`,
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amount: enemy.skillExpReward,
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leveledUp: result.leveledUp,
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newLevel: result.newLevel
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})
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if (result.leveledUp) {
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const skillName = SKILL_CONFIG[skillId]?.name || skillId
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gameStore.addLog(`${skillName}升级到了 Lv.${result.newLevel}!`, 'reward')
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}
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}
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}
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// 统一显示经验获取日志
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if (expGains.length > 0) {
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const expText = expGains.map(e => {
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let text = `${e.type}+${e.amount}`
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if (e.leveledUp) {
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text += ` ⬆`
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}
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return text
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}).join(', ')
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gameStore.addLog(`获得: ${expText}`, 'info')
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}
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// 处理掉落
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if (enemy.drops && enemy.drops.length > 0) {
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processDrops(gameStore, playerStore, enemy.drops)
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@@ -249,11 +355,17 @@ export function handleCombatVictory(gameStore, playerStore, combatResult) {
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playerStore.currentStats.stamina > 10
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if (canContinue) {
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// 设置寻找中状态
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gameStore.isSearching = true
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gameStore.addLog('正在寻找新的敌人...', 'info')
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// 延迟3秒后开始下一场战斗
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setTimeout(() => {
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if (!gameStore.inCombat && gameStore.autoCombat) {
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startAutoCombat(gameStore, playerStore)
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}
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// 清除寻找中状态(无论是否成功找到敌人)
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gameStore.isSearching = false
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}, 3000)
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} else {
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// 状态过低,自动关闭自动战斗
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@@ -275,6 +387,7 @@ function startAutoCombat(gameStore, playerStore) {
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if (!locationEnemies || locationEnemies.length === 0) {
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gameStore.autoCombat = false
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gameStore.isSearching = false
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gameStore.addLog('当前区域没有敌人,自动战斗已停止', 'info')
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return
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}
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@@ -284,10 +397,13 @@ function startAutoCombat(gameStore, playerStore) {
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const enemyConfig = ENEMY_CONFIG[enemyId]
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if (!enemyConfig) {
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gameStore.isSearching = false
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gameStore.addLog('敌人配置错误', 'error')
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return
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}
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// 清除寻找中状态
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gameStore.isSearching = false
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gameStore.addLog(`自动寻找中...遇到了 ${enemyConfig.name}!`, 'combat')
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const environment = getEnvironmentType(locationId)
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gameStore.combatState = initCombat(enemyId, enemyConfig, environment)
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