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>
This commit is contained in:
Claude
2026-01-23 19:40:55 +08:00
parent 16223c89a5
commit cef974d94f
9 changed files with 447 additions and 29 deletions

View File

@@ -2,7 +2,7 @@
<view class="progress-bar" :style="{ height }">
<view class="progress-bar__fill" :style="fillStyle"></view>
<view v-if="showText" class="progress-bar__text">
{{ value }}/{{ max }}
{{ displayValue }}/{{ displayMax }}
</view>
</view>
</template>
@@ -22,6 +22,10 @@ const percentage = computed(() => {
return Math.min(100, Math.max(0, (props.value / props.max) * 100))
})
const displayValue = computed(() => Math.floor(props.value))
const displayMax = computed(() => Math.floor(props.max))
const fillStyle = computed(() => ({
width: `${percentage.value}%`,
backgroundColor: props.color

View File

@@ -55,6 +55,12 @@
type="warning"
@click="unequipItem"
/>
<TextButton
v-if="canRead"
text="阅读"
type="primary"
@click="readItem"
/>
<TextButton
v-if="canUse"
text="使用"
@@ -75,6 +81,7 @@ import { ref, computed } from 'vue'
import { usePlayerStore } from '@/store/player'
import { useGameStore } from '@/store/game'
import { equipItem as equipItemUtil, unequipItemBySlot, useItem as useItemUtil } from '@/utils/itemSystem.js'
import { startTask } from '@/utils/taskSystem.js'
import FilterTabs from '@/components/common/FilterTabs.vue'
import TextButton from '@/components/common/TextButton.vue'
@@ -112,6 +119,11 @@ const canUse = computed(() => {
return selectedItem.value.type === 'consumable'
})
const canRead = computed(() => {
if (!selectedItem.value) return false
return selectedItem.value.type === 'book'
})
// 装备槽位映射
const slotMap = {
weapon: 'weapon',
@@ -163,11 +175,34 @@ function useItem() {
if (!selectedItem.value) return
const result = useItemUtil(player, game, selectedItem.value.id, 1)
if (result.success) {
// 如果阅读任务,可以在这里处理
selectedItem.value = null
}
}
function readItem() {
if (!selectedItem.value) return
// 检查是否已经在阅读中
const existingTask = game.activeTasks?.find(t => t.type === 'reading')
if (existingTask) {
game.addLog('已经在阅读其他书籍了', 'error')
return
}
const result = startTask(game, player, 'reading', {
itemId: selectedItem.value.id,
duration: selectedItem.value.readingTime || 60
})
if (result.success) {
game.addLog(`开始阅读《${selectedItem.value.name}`, 'info')
selectedItem.value = null
emit('close') // 关闭背包以便看到阅读进度
} else {
game.addLog(result.message, 'error')
}
}
function sellItem() {
if (!selectedItem.value) return
// 已装备的物品不能出售
@@ -256,13 +291,6 @@ function sellItem() {
font-size: 22rpx;
margin-top: 4rpx;
}
}
.quality-badge {
font-size: 18rpx;
opacity: 0.8;
margin-left: 8rpx;
}
&__equipped-badge {
width: 32rpx;
@@ -278,6 +306,12 @@ function sellItem() {
}
}
.quality-badge {
font-size: 18rpx;
opacity: 0.8;
margin-left: 8rpx;
}
.inventory-empty {
padding: 80rpx;
text-align: center;

View File

@@ -130,6 +130,34 @@
</view>
</view>
</view>
<!-- 数量选择弹窗 -->
<view v-if="quantitySelector" class="item-detail-popup" @click="cancelQuantitySell">
<view class="item-detail" @click.stop>
<text class="item-detail__name">选择出售数量</text>
<view class="quantity-selector">
<text class="quantity-selector__item-name">{{ quantitySelector.item.icon }} {{ quantitySelector.item.name }}</text>
<text class="quantity-selector__available">拥有: {{ quantitySelector.maxCount }}</text>
<view class="quantity-selector__controls">
<TextButton text="-" type="default" @click="decreaseSellCount" :disabled="quantitySelector.selectedCount <= 1" />
<text class="quantity-selector__count">{{ quantitySelector.selectedCount }}</text>
<TextButton text="+" type="default" @click="increaseSellCount" :disabled="quantitySelector.selectedCount >= quantitySelector.maxCount" />
</view>
<TextButton text="全部" type="default" size="small" @click="setMaxSellCount" style="margin-top: 12rpx;" />
<view class="quantity-selector__preview">
<text class="quantity-selector__price-label">预计获得:</text>
<text class="quantity-selector__price">{{ getSellPrice(quantitySelector.item) * quantitySelector.selectedCount }} 铜币</text>
</view>
</view>
<view class="item-detail__actions">
<TextButton text="确认出售" type="primary" @click="confirmQuantitySell" />
<TextButton text="取消" @click="cancelQuantitySell" />
</view>
</view>
</view>
</view>
</template>
@@ -138,6 +166,7 @@ import { ref, computed } from 'vue'
import { usePlayerStore } from '@/store/player'
import { useGameStore } from '@/store/game'
import { getShopConfig, getBuyPrice as calcBuyPrice, getSellPrice as calcSellPrice } from '@/config/shop.js'
import { ITEM_CONFIG } from '@/config/items.js'
import { addItemToInventory, removeItemFromInventory } from '@/utils/itemSystem.js'
import FilterTabs from '@/components/common/FilterTabs.vue'
import TextButton from '@/components/common/TextButton.vue'
@@ -149,6 +178,8 @@ const currentMode = ref('buy')
const selectedItem = ref(null)
const bulkMode = ref(false)
const selectedItems = ref([])
// 数量选择弹窗状态
const quantitySelector = ref(null) // { item: Object, maxCount: Number, selectedCount: Number }
const emit = defineEmits(['close'])
@@ -171,10 +202,18 @@ const shopItems = computed(() => {
return config.items
.filter(item => item.stock === -1 || item.stock > 0)
.map(shopItem => {
const itemConfig = { ...shopItem }
itemConfig.id = shopItem.itemId
return itemConfig
// 从 ITEM_CONFIG 获取完整物品信息
const itemConfig = ITEM_CONFIG[shopItem.itemId]
if (!itemConfig) return null
return {
...itemConfig, // 复制所有物品属性name, icon, description等
id: shopItem.itemId, // 使用 itemId 作为 id
stock: shopItem.stock,
baseStock: shopItem.baseStock
}
})
.filter(Boolean)
})
// 玩家可出售物品
@@ -248,7 +287,7 @@ function isItemSelected(item) {
// 处理出售列表点击
function handleSellItemClick(item) {
if (bulkMode.value) {
// 批量模式:切换选中状态
// 批量模式:切换选中状态(批量出售出售全部)
const index = selectedItems.value.findIndex(i =>
(i.uniqueId && i.uniqueId === item.uniqueId) || i.id === item.id
)
@@ -258,8 +297,18 @@ function handleSellItemClick(item) {
selectedItems.value.push(item)
}
} else {
// 普通模式:显示详情
trySell(item)
// 普通模式:检查是否是堆叠物品
if (item.count > 1) {
// 堆叠物品:显示数量选择弹窗
quantitySelector.value = {
item: item,
maxCount: item.count,
selectedCount: 1
}
} else {
// 非堆叠物品:直接显示详情
trySell(item)
}
}
}
@@ -338,20 +387,68 @@ function confirmSell() {
if (!selectedItem.value) return
const item = selectedItem.value
const price = getSellPrice(item)
const sellCount = item.sellCount || 1
const price = getSellPrice(item) * sellCount
// 移除物品
const result = removeItemFromInventory(player, item.uniqueId || item.id)
const result = removeItemFromInventory(player, item.uniqueId || item.id, sellCount)
if (result.success) {
// 增加金币
player.currency.copper += price
game.addLog(`出售了 ${item.name},获得 ${price} 铜币`, 'reward')
const countText = sellCount > 1 ? `x${sellCount}` : ''
game.addLog(`出售了 ${item.name}${countText},获得 ${price} 铜币`, 'reward')
}
selectedItem.value = null
}
// 确认数量选择出售
function confirmQuantitySell() {
if (!quantitySelector.value) return
const { item, selectedCount } = quantitySelector.value
const price = getSellPrice(item) * selectedCount
// 移除指定数量的物品
const result = removeItemFromInventory(player, item.uniqueId || item.id, selectedCount)
if (result.success) {
// 增加金币
player.currency.copper += price
game.addLog(`出售了 ${item.name}x${selectedCount},获得 ${price} 铜币`, 'reward')
}
// 关闭弹窗
quantitySelector.value = null
}
// 取消数量选择
function cancelQuantitySell() {
quantitySelector.value = null
}
// 增加出售数量
function increaseSellCount() {
if (quantitySelector.value && quantitySelector.value.selectedCount < quantitySelector.value.maxCount) {
quantitySelector.value.selectedCount++
}
}
// 减少出售数量
function decreaseSellCount() {
if (quantitySelector.value && quantitySelector.value.selectedCount > 1) {
quantitySelector.value.selectedCount--
}
}
// 设置最大出售数量
function setMaxSellCount() {
if (quantitySelector.value) {
quantitySelector.value.selectedCount = quantitySelector.value.maxCount
}
}
function close() {
emit('close')
}
@@ -630,4 +727,58 @@ function close() {
justify-content: flex-end;
}
}
// 数量选择器样式
.quantity-selector {
&__item-name {
display: block;
color: $text-primary;
font-size: 28rpx;
margin-bottom: 8rpx;
}
&__available {
display: block;
color: $text-secondary;
font-size: 24rpx;
margin-bottom: 16rpx;
}
&__controls {
display: flex;
align-items: center;
justify-content: center;
gap: 24rpx;
margin-bottom: 16rpx;
}
&__count {
min-width: 80rpx;
text-align: center;
color: $text-primary;
font-size: 32rpx;
font-weight: bold;
}
&__preview {
display: flex;
justify-content: space-between;
align-items: center;
padding: 16rpx;
background-color: $bg-tertiary;
border-radius: 8rpx;
margin-top: 16rpx;
}
&__price-label {
color: $text-secondary;
font-size: 24rpx;
}
&__price {
color: $accent;
font-size: 28rpx;
font-weight: bold;
}
}
</style>

View File

@@ -32,6 +32,17 @@
/>
</view>
<!-- 寻找敌人中状态 -->
<view v-if="game.isSearching && !game.inCombat" class="searching-status">
<text class="searching-status__title">🔍 寻找中...</text>
<text class="searching-status__desc">正在寻找新的敌人</text>
<view class="searching-status__dots">
<text class="dot"></text>
<text class="dot"></text>
<text class="dot"></text>
</view>
</view>
<!-- 区域列表 -->
<view class="map-panel__locations-header">
<text class="locations-title">可前往的区域</text>
@@ -380,6 +391,8 @@ function toggleAutoCombat() {
}
}
} else {
// 关闭自动战斗时,清除寻找中状态
game.isSearching = false
game.addLog('自动战斗已关闭', 'info')
}
}
@@ -472,6 +485,62 @@ function toggleAutoCombat() {
}
}
// 寻找中状态样式
.searching-status {
padding: 16rpx;
background-color: rgba($accent, 0.1);
border: 1rpx solid $accent;
border-radius: 12rpx;
margin-bottom: 16rpx;
text-align: center;
&__title {
display: block;
color: $accent;
font-size: 28rpx;
font-weight: bold;
margin-bottom: 8rpx;
}
&__desc {
display: block;
color: $text-secondary;
font-size: 24rpx;
margin-bottom: 12rpx;
}
&__dots {
display: flex;
justify-content: center;
gap: 12rpx;
.dot {
color: $accent;
font-size: 24rpx;
animation: pulse 1.5s ease-in-out infinite;
&:nth-child(2) {
animation-delay: 0.3s;
}
&:nth-child(3) {
animation-delay: 0.6s;
}
}
}
}
@keyframes pulse {
0%, 100% {
opacity: 0.3;
transform: scale(0.8);
}
50% {
opacity: 1;
transform: scale(1.2);
}
}
.locations-title {
color: $text-secondary;
font-size: 24rpx;

View File

@@ -139,6 +139,7 @@
height="8rpx"
:showText="false"
/>
<text class="skill-item__progress">{{ skill.exp }}/{{ skill.maxExp }}</text>
</view>
</view>
<view v-if="filteredSkills.length === 0" class="skill-empty">
@@ -261,7 +262,7 @@ import { usePlayerStore } from '@/store/player'
import { useGameStore } from '@/store/game'
import { SKILL_CONFIG } from '@/config/skills'
import { ITEM_CONFIG } from '@/config/items'
import { startTask } from '@/utils/taskSystem'
import { startTask, endTask } from '@/utils/taskSystem'
import { getSkillDisplayInfo } from '@/utils/skillSystem'
import ProgressBar from '@/components/common/ProgressBar.vue'
import StatItem from '@/components/common/StatItem.vue'
@@ -426,7 +427,7 @@ const trainingTask = computed(() => {
function startTraining(skill) {
const result = startTask(game, player, 'training', {
skillId: skill.id,
duration: 300 // 5分钟
duration: 60 // 1分钟
})
if (result.success) {
@@ -438,7 +439,6 @@ function startTraining(skill) {
function stopTraining() {
if (trainingTask.value) {
const { endTask } = require('@/utils/taskSystem')
endTask(game, player, trainingTask.value.taskId, false)
game.addLog('停止了训练', 'info')
}
@@ -631,6 +631,15 @@ function cancelActiveTask(task) {
&__bar {
flex: 1;
min-width: 0;
display: flex;
flex-direction: column;
gap: 4rpx;
}
&__progress {
color: $text-muted;
font-size: 20rpx;
text-align: right;
}
}

View File

@@ -28,6 +28,7 @@ export const useGameStore = defineStore('game', () => {
const inCombat = ref(false)
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)
// 活动任务
const activeTasks = ref([])
@@ -77,6 +78,7 @@ export const useGameStore = defineStore('game', () => {
inCombat.value = false
combatState.value = null
autoCombat.value = false
isSearching.value = false
activeTasks.value = []
negativeStatus.value = []
marketPrices.value = {
@@ -94,6 +96,7 @@ export const useGameStore = defineStore('game', () => {
inCombat,
combatState,
autoCombat,
isSearching,
activeTasks,
negativeStatus,
marketPrices,

View File

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

View File

@@ -155,6 +155,7 @@ function serializeGameData(gameStore) {
activeTasks: JSON.parse(JSON.stringify(gameStore.activeTasks || [])),
negativeStatus: JSON.parse(JSON.stringify(gameStore.negativeStatus || [])),
marketPrices: JSON.parse(JSON.stringify(gameStore.marketPrices || {})),
autoCombat: gameStore.autoCombat || false, // 保存自动战斗状态
// 不保存日志logs不持久化
// 不保存战斗状态(重新登录时退出战斗)
// 不保存当前事件(重新登录时清除)
@@ -262,6 +263,11 @@ function applyGameData(gameStore, data) {
gameStore.marketPrices = JSON.parse(JSON.stringify(data.marketPrices))
}
// 自动战斗状态
if (data.autoCombat !== undefined) {
gameStore.autoCombat = data.autoCombat
}
// 定时事件
if (data.scheduledEvents) {
gameStore.scheduledEvents = JSON.parse(JSON.stringify(data.scheduledEvents))

View File

@@ -312,6 +312,9 @@ function processReadingTask(gameStore, playerStore, task, elapsedSeconds) {
const readingTime = bookConfig.readingTime || 60
// 首次阅读时解锁阅读技能
unlockSkill(playerStore, 'reading')
// 检查环境惩罚
const location = playerStore.currentLocation
let timeMultiplier = 1.0
@@ -322,9 +325,26 @@ function processReadingTask(gameStore, playerStore, task, elapsedSeconds) {
timeMultiplier = 0.5 + (darkPenaltyReduce / 100) * 0.5
}
// 阅读技能速度加成
const readingSkillLevel = playerStore.skills.reading?.level || 0
const readingSpeedBonus = playerStore.globalBonus?.readingSpeed || 1
timeMultiplier *= readingSpeedBonus
// 计算有效进度
const effectiveProgress = task.progress * timeMultiplier
// 给予阅读技能经验(每秒给予经验)
const readingExpPerSecond = 1
const readingExpGain = readingExpPerSecond * elapsedSeconds * timeMultiplier
const readingResult = addSkillExp(playerStore, 'reading', readingExpGain)
// 检查技能是否升级
if (readingResult.leveledUp) {
if (gameStore.addLog) {
gameStore.addLog(`阅读技能升级到了 Lv.${readingResult.newLevel}!`, 'reward')
}
}
if (effectiveProgress >= readingTime) {
// 阅读完成
const rewards = {}
@@ -343,13 +363,13 @@ function processReadingTask(gameStore, playerStore, task, elapsedSeconds) {
// 添加日志
if (gameStore.addLog) {
gameStore.addLog(`读完了《${bookConfig.name}`, 'reward')
gameStore.addLog(`读完了《${bookConfig.name},阅读经验+${Math.floor(readingExpGain * task.progress / readingTime)}`, 'reward')
}
return { completed: true, rewards }
}
// 阅读进行中,给予少量经验
// 阅读进行中,给予其他技能经验
if (bookConfig.expReward) {
for (const [skillId, expPerSecond] of Object.entries(bookConfig.expReward)) {
const expPerTick = (expPerSecond / readingTime) * elapsedSeconds * timeMultiplier
@@ -412,8 +432,8 @@ function processTrainingTask(gameStore, playerStore, task, elapsedSeconds) {
return { completed: true, error: '技能不存在' }
}
// 消耗耐力
const staminaCost = 2 * elapsedSeconds
// 消耗耐力(降低消耗)
const staminaCost = 1 * elapsedSeconds
if (playerStore.currentStats.stamina < staminaCost) {
// 耐力不足,任务结束
return { completed: true, rewards: {} }
@@ -421,8 +441,8 @@ function processTrainingTask(gameStore, playerStore, task, elapsedSeconds) {
playerStore.currentStats.stamina -= staminaCost
// 给予技能经验
const expPerSecond = 1
// 给予技能经验(提升获取速度)
const expPerSecond = 5 // 从1提升到5
const expGain = expPerSecond * elapsedSeconds
if (!task.accumulatedExp) {
@@ -433,6 +453,12 @@ function processTrainingTask(gameStore, playerStore, task, elapsedSeconds) {
}
task.accumulatedExp[skillId] += expGain
// 检查技能是否升级
const result = addSkillExp(playerStore, skillId, expGain)
if (result.leveledUp && gameStore.addLog) {
gameStore.addLog(`${skillConfig.name}升级到了 Lv.${result.newLevel}!`, 'reward')
}
// 检查是否完成
if (task.data.duration && task.progress >= task.data.duration) {
const rewards = { [skillId]: task.accumulatedExp[skillId] || 0 }