Files
text-adventure-game/components/panels/MapPanel.vue
Claude cef974d94f 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>
2026-01-23 19:40:55 +08:00

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<template>
<view class="map-panel">
<!-- 顶部状态 -->
<view class="map-panel__header">
<view class="location-info">
<text class="location-icon">📍</text>
<text class="location-name">{{ currentLocation.name }}</text>
</view>
<TextButton text="📦 背包" type="default" @click="openInventory" />
</view>
<!-- 当前位置描述 -->
<view class="map-panel__description">
<text class="description-text">{{ currentLocation.description }}</text>
</view>
<!-- 战斗状态 -->
<view v-if="game.inCombat" class="combat-status">
<text class="combat-status__title"> 战斗中</text>
<text class="combat-status__enemy">{{ combatState.enemyName }}</text>
<ProgressBar
:value="combatState.enemyHp"
:max="combatState.enemyMaxHp"
color="#ff6b6b"
:showText="true"
height="20rpx"
/>
<FilterTabs
:tabs="stanceTabs"
:modelValue="combatState.stance"
@update:modelValue="changeStance"
/>
</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>
</view>
<scroll-view class="map-panel__locations" scroll-y>
<view
v-for="loc in availableLocations"
:key="loc.id"
class="location-item"
:class="{ 'location-item--locked': loc.locked, 'location-item--current': loc.id === player.currentLocation }"
@click="tryTravel(loc)"
>
<view class="location-item__main">
<text class="location-item__name">{{ loc.name }}</text>
<text class="location-item__type">[{{ loc.typeText }}]</text>
</view>
<text v-if="loc.locked" class="location-item__lock">🔒</text>
<text v-else-if="loc.id === player.currentLocation" class="location-item__current">当前</text>
<text v-else class="location-item__arrow"></text>
</view>
</scroll-view>
<!-- 活动按钮 -->
<view class="map-panel__actions">
<text class="actions-title">可用活动</text>
<view class="actions-list">
<TextButton
v-for="action in currentActions"
:key="action.id"
:text="action.label"
:type="action.type || 'default'"
:disabled="action.disabled"
@click="doAction(action.id)"
/>
</view>
</view>
<!-- 自动战斗开关 -->
<view class="map-panel__auto-combat">
<text class="auto-combat-label">自动战斗</text>
<view
class="auto-combat-toggle"
:class="{ 'auto-combat-toggle--active': game.autoCombat }"
@click="toggleAutoCombat"
>
<text class="auto-combat-toggle__slider">
{{ game.autoCombat ? 'ON' : 'OFF' }}
</text>
</view>
</view>
<!-- NPC 列表 -->
<view v-if="availableNPCs.length > 0" class="map-panel__npcs">
<text class="npcs-title">可交互的角色</text>
<view class="npcs-list">
<TextButton
v-for="npc in availableNPCs"
:key="npc.id"
:text="`${npc.icon} ${npc.name}`"
type="primary"
@click="talkToNPC(npc)"
/>
</view>
</view>
</view>
</template>
<script setup>
import { computed } from 'vue'
import { useGameStore } from '@/store/game'
import { usePlayerStore } from '@/store/player'
import { LOCATION_CONFIG } from '@/config/locations'
import { NPC_CONFIG } from '@/config/npcs.js'
import { ENEMY_CONFIG, getRandomEnemyForLocation } from '@/config/enemies.js'
import { getShopConfig } from '@/config/shop.js'
import { initCombat, getEnvironmentType } from '@/utils/combatSystem.js'
import { triggerExploreEvent, tryFlee } from '@/utils/eventSystem.js'
import TextButton from '@/components/common/TextButton.vue'
import ProgressBar from '@/components/common/ProgressBar.vue'
import FilterTabs from '@/components/common/FilterTabs.vue'
const game = useGameStore()
const player = usePlayerStore()
const stanceTabs = [
{ id: 'attack', label: '攻击' },
{ id: 'defense', label: '防御' },
{ id: 'balance', label: '平衡' }
]
const currentLocation = computed(() => {
return LOCATION_CONFIG[player.currentLocation] || { name: '未知', description: '', type: 'unknown' }
})
const combatState = computed(() => {
if (!game.combatState) {
return { enemyName: '', enemyHp: 0, enemyMaxHp: 0, stance: 'balance' }
}
return {
enemyName: game.combatState.enemy?.name || '',
enemyHp: game.combatState.enemy?.hp || 0,
enemyMaxHp: game.combatState.enemy?.maxHp || 0,
stance: game.combatState.stance || 'balance'
}
})
const availableLocations = computed(() => {
const current = LOCATION_CONFIG[player.currentLocation]
if (!current || !current.connections) return []
return current.connections.map(locId => {
const loc = LOCATION_CONFIG[locId]
if (!loc) return null
let locked = false
let lockReason = ''
// 检查解锁条件
if (loc.unlockCondition) {
if (loc.unlockCondition.type === 'kill') {
// 检查击杀条件使用统一的killCount存储
const killCount = (player.killCount && player.killCount[loc.unlockCondition.target]) || 0
locked = killCount < loc.unlockCondition.count
lockReason = `需要击杀${loc.unlockCondition.count}${getEnemyName(loc.unlockCondition.target)} (当前: ${killCount})`
} else if (loc.unlockCondition.type === 'item') {
// 检查物品条件
const hasItem = player.inventory.some(i => i.id === loc.unlockCondition.item)
locked = !hasItem
lockReason = '需要特定钥匙'
}
}
const typeMap = {
safe: '安全',
danger: '危险',
dungeon: '副本'
}
return {
id: loc.id,
name: loc.name,
type: loc.type,
typeText: typeMap[loc.type] || '未知',
locked,
lockReason,
description: loc.description
}
}).filter(Boolean)
})
const currentActions = computed(() => {
const current = LOCATION_CONFIG[player.currentLocation]
if (!current || !current.activities) return []
const actionMap = {
rest: { id: 'rest', label: '休息', type: 'default' },
talk: { id: 'talk', label: '对话', type: 'default' },
trade: { id: 'trade', label: '交易', type: 'default' },
explore: { id: 'explore', label: '探索', type: 'warning' },
combat: { id: 'combat', label: '战斗', type: 'danger' },
read: { id: 'read', label: '阅读', type: 'default' },
crafting: { id: 'crafting', label: '制造', type: 'primary' }
}
// 战斗中只显示战斗相关
if (game.inCombat) {
return [
{ id: 'flee', label: '逃跑', type: 'warning' }
]
}
return (current.activities || []).map(act => actionMap[act]).filter(Boolean)
})
// 获取当前可用的 NPC
const availableNPCs = computed(() => {
const currentLocationId = player.currentLocation
return Object.entries(NPC_CONFIG)
.filter(([_, npc]) => {
// NPC 必须在当前位置
if (npc.location !== currentLocationId) return false
// 检查解锁条件
if (npc.unlockCondition) {
if (npc.unlockCondition.type === 'quest' && !player.flags[npc.unlockCondition.quest]) {
return false
}
}
return true
})
.map(([id, npc]) => ({
id,
name: npc.name,
icon: npc.icon || '👤',
dialogue: npc.dialogue
}))
})
function talkToNPC(npc) {
game.addLog(`${npc.name} 开始对话...`, 'info')
// 打开 NPC 对话
if (npc.dialogue && npc.dialogue.first) {
game.drawerState.event = true
game.currentEvent = {
type: 'npc_dialogue',
npcId: npc.id,
dialogue: npc.dialogue.first,
choices: npc.dialogue.first.choices || []
}
}
}
function openInventory() {
game.drawerState.inventory = true
}
function tryTravel(location) {
if (location.locked) {
game.addLog(location.lockReason, 'info')
return
}
if (location.id === player.currentLocation) {
game.addLog('你已经在当前区域了', 'info')
return
}
if (game.inCombat) {
game.addLog('战斗中无法移动!', 'combat')
return
}
// 移动到新区域
player.currentLocation = location.id
game.addLog(`前往了 ${location.name}`, 'system')
// 检查区域事件
checkLocationEvent(location.id)
}
function doAction(actionId) {
switch (actionId) {
case 'rest':
game.addLog('开始休息...', 'info')
// 休息逻辑
player.currentStats.stamina = Math.min(
player.currentStats.maxStamina,
player.currentStats.stamina + 20
)
player.currentStats.health = Math.min(
player.currentStats.maxHealth,
player.currentStats.health + 10
)
game.addLog('恢复了耐力和生命值', 'reward')
break
case 'talk':
game.addLog('寻找可以对话的人...', 'info')
// 对话逻辑
break
case 'trade':
// 检查当前位置是否有商店
const shop = getShopConfig(player.currentLocation)
if (shop) {
game.drawerState.shop = true
game.addLog(`打开了 ${shop.name}`, 'info')
} else {
game.addLog('这里没有商店', 'info')
}
break
case 'explore':
game.addLog('开始探索...', 'info')
const exploreResult = triggerExploreEvent(game, player)
if (!exploreResult.success) {
game.addLog(exploreResult.message, 'info')
}
break
case 'combat':
startCombat()
break
case 'flee':
game.addLog('尝试逃跑...', 'combat')
const fleeResult = tryFlee(game, player)
if (!fleeResult.success) {
// 逃跑失败,玩家会多受到一次攻击(在战斗循环中处理)
}
break
case 'read':
game.addLog('找个安静的地方阅读...', 'info')
break
case 'crafting':
game.drawerState.crafting = true
game.addLog('打开制造界面...', 'info')
break
}
}
function startCombat() {
// 使用新的敌人获取函数
const enemyConfig = getRandomEnemyForLocation(player.currentLocation)
if (!enemyConfig) {
game.addLog('这里没有敌人', 'info')
return
}
game.addLog(`遇到了 ${enemyConfig.name}!`, 'combat')
// 获取环境类型
const environment = getEnvironmentType(player.currentLocation)
// 使用 initCombat 初始化战斗
game.combatState = initCombat(enemyConfig.id, enemyConfig, environment)
game.inCombat = true
}
function changeStance(stance) {
if (game.combatState) {
game.combatState.stance = stance
game.addLog(`切换到${stanceTabs.find(t => t.id === stance)?.label}姿态`, 'combat')
}
}
function checkLocationEvent(locationId) {
// 检查位置相关事件
// 这里可以触发事件抽屉等
}
function getEnemyName(enemyId) {
const enemyNames = {
wild_dog: '野狗',
test_boss: '测试Boss'
}
return enemyNames[enemyId] || enemyId
}
function toggleAutoCombat() {
game.autoCombat = !game.autoCombat
if (game.autoCombat) {
game.addLog('自动战斗已开启 - 战斗结束后自动寻找新敌人', 'info')
// 如果当前不在战斗中且在危险区域,立即开始战斗
if (!game.inCombat) {
const enemyConfig = getRandomEnemyForLocation(player.currentLocation)
if (enemyConfig) {
startCombat()
}
}
} 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')
}
}
</script>
<style lang="scss" scoped>
.map-panel {
display: flex;
flex-direction: column;
height: 100%;
padding: 16rpx;
background-color: $bg-primary;
&__header {
display: flex;
justify-content: space-between;
align-items: center;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__description {
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__locations-header {
padding: 12rpx 16rpx 8rpx;
}
&__locations {
flex: 1;
margin-bottom: 16rpx;
}
&__actions {
background-color: $bg-secondary;
border-radius: 12rpx;
padding: 16rpx;
}
}
.location-info {
display: flex;
align-items: center;
gap: 8rpx;
}
.location-icon {
font-size: 28rpx;
}
.location-name {
color: $text-primary;
font-size: 28rpx;
font-weight: bold;
}
.description-text {
color: $text-secondary;
font-size: 24rpx;
line-height: 1.6;
}
.combat-status {
padding: 16rpx;
background-color: rgba($danger, 0.1);
border: 1rpx solid $danger;
border-radius: 12rpx;
margin-bottom: 16rpx;
&__title {
display: block;
color: $danger;
font-size: 28rpx;
font-weight: bold;
margin-bottom: 8rpx;
}
&__enemy {
display: block;
color: $text-primary;
font-size: 26rpx;
margin-bottom: 12rpx;
}
}
// 寻找中状态样式
.searching-status {
padding: 16rpx;
background-color: rgba($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;
}
.location-item {
display: flex;
justify-content: space-between;
align-items: center;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 8rpx;
margin-bottom: 8rpx;
transition: background-color 0.2s;
&:active {
background-color: $bg-tertiary;
}
&--locked {
opacity: 0.6;
}
&--current {
opacity: 0.8;
border: 1rpx solid $accent;
}
&__main {
flex: 1;
display: flex;
flex-direction: column;
gap: 4rpx;
}
&__name {
color: $text-primary;
font-size: 28rpx;
}
&__type {
color: $text-secondary;
font-size: 22rpx;
}
&__lock {
font-size: 24rpx;
}
&__current {
color: $accent;
font-size: 22rpx;
}
&__arrow {
color: $text-muted;
font-size: 24rpx;
}
}
.actions-title {
display: block;
color: $text-secondary;
font-size: 24rpx;
margin-bottom: 12rpx;
}
.actions-list {
display: flex;
flex-wrap: wrap;
gap: 12rpx;
}
.npcs-title {
display: block;
color: $text-secondary;
font-size: 24rpx;
margin-bottom: 12rpx;
}
.npcs-list {
display: flex;
flex-wrap: wrap;
gap: 12rpx;
}
// 自动战斗开关样式
.map-panel__auto-combat {
display: flex;
justify-content: space-between;
align-items: center;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
.auto-combat-label {
color: $text-primary;
font-size: 26rpx;
}
.auto-combat-toggle {
position: relative;
width: 100rpx;
height: 48rpx;
background-color: $bg-tertiary;
border-radius: 24rpx;
cursor: pointer;
transition: background-color 0.3s;
&--active {
background-color: $accent;
}
&__slider {
position: absolute;
top: 4rpx;
left: 4rpx;
width: 88rpx;
height: 40rpx;
display: flex;
align-items: center;
justify-content: center;
background-color: $bg-primary;
border-radius: 20rpx;
font-size: 20rpx;
font-weight: bold;
transition: transform 0.3s;
color: $text-secondary;
}
&--active &__slider {
background-color: rgba(255, 255, 255, 0.9);
color: $accent;
}
}
</style>