feat: 实现游戏核心功能与前端界面

- 添加游戏核心系统:战斗、任务、日志、随机数生成等
- 实现前端主界面、HUD、底部导航和各类卡片组件
- 添加用户认证系统与游戏存档持久化
- 配置项目基础架构与开发环境
- 补充文档说明与Docker部署支持
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2026-04-28 22:16:58 +08:00
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import type { EdgeView, GameView, InventoryViewEntry, QuestView } from '@tinywaste/game-core';
import { getEquipmentArt, getItemArt } from './uiAssets';
export interface EquipmentPreviewEntry {
id: string;
label: string;
title: string;
subtitle: string;
art?: string;
isEquipped: boolean;
}
export function edgeDestination(view: GameView, edge: EdgeView) {
return view.map.places.find((place) => place.id === edge.to);
}
export function getTimeLabels(timeLabel: string) {
const timeSegments = timeLabel.split('·').map((part) => part.trim());
return {
dayLabel: timeSegments[0] ?? 'Day 1',
clockLabel: timeSegments[1] ?? timeLabel,
};
}
export function getActiveQuestCount(view: GameView) {
return view.quests.filter((quest) => quest.state === 'active').length;
}
export function getAlertCount(view: GameView) {
return Number(Boolean(view.pendingEvent)) + Number(Boolean(view.combat));
}
export function getCurrentPlace(view: GameView) {
return view.map.places.find((place) => place.current) ?? null;
}
export function getVisibleInventory(view: GameView, limit = 6) {
return view.player.inventory.slice(0, limit);
}
export function getObjectiveRows(view: GameView) {
return view.quests
.filter((quest) => quest.state === 'active' || quest.state === 'completed')
.map((quest) => {
const doneCount = quest.steps.filter((step) => step.done).length;
const nextStep = quest.steps.find((step) => !step.done)?.text ?? quest.steps.at(-1)?.text ?? '待机';
return {
id: quest.id,
title: quest.title,
detail: nextStep,
progress: `${doneCount}/${quest.steps.length}`,
done: quest.state === 'completed',
};
});
}
export function getAttributeRows(view: GameView) {
const { attributes } = view.player;
return [
{ label: 'STR', name: '力量', value: attributes.str },
{ label: 'AGI', name: '敏捷', value: attributes.agi },
{ label: 'INT', name: '智力', value: attributes.int },
{ label: 'PER', name: '感知', value: attributes.per },
{ label: 'LCK', name: '幸运', value: attributes.luck },
];
}
export function getStatusEffects(view: GameView) {
const { stats, maxStats } = view.player;
const effects: { id: string; label: string; detail: string; tone: 'good' | 'warn' | 'danger' }[] = [];
if (stats.life / maxStats.life <= 0.55) {
effects.push({ id: 'life', label: '创伤', detail: '生命处于低位', tone: 'danger' });
}
if (stats.thirst / maxStats.thirst <= 0.5) {
effects.push({ id: 'thirst', label: '脱水', detail: '口渴已压缩行动余量', tone: 'warn' });
}
if (stats.hunger / maxStats.hunger <= 0.5) {
effects.push({ id: 'hunger', label: '饥饿', detail: '需要补充稳定热量', tone: 'warn' });
}
if (stats.energy / maxStats.energy <= 0.45) {
effects.push({ id: 'energy', label: '疲劳', detail: '精力不足,适合休整', tone: 'warn' });
}
if (stats.sanity / maxStats.sanity <= 0.45) {
effects.push({ id: 'sanity', label: '精神波动', detail: '理智偏低,事件风险提升', tone: 'danger' });
}
if (stats.radiation / maxStats.radiation >= 0.32) {
effects.push({ id: 'radiation', label: '污染累积', detail: '辐射正在侵蚀身体', tone: 'danger' });
}
if (!effects.length) {
effects.push({ id: 'stable', label: '稳定', detail: '当前幸存者状态平稳', tone: 'good' });
}
return effects.slice(0, 4);
}
export function getSupplyCounts(view: GameView) {
const counts = {
water: 0,
food: 0,
medicine: 0,
material: 0,
};
for (const item of view.player.inventory) {
if (item.type === 'water') counts.water += item.count;
if (item.type === 'food') counts.food += item.count;
if (item.type === 'medicine') counts.medicine += item.count;
if (item.type === 'material') counts.material += item.count;
}
return counts;
}
export function getKitItem(view: GameView) {
return view.player.inventory.find((item) => item.type === 'medicine' || item.type === 'water') ?? null;
}
export function getLoadoutEntries(view: GameView) {
const inventoryById = new Map(view.player.inventory.map((item) => [item.itemId, item]));
const weaponItem = view.player.equipment.weapon ? inventoryById.get(view.player.equipment.weapon) : undefined;
const bodyItem = view.player.equipment.body ? inventoryById.get(view.player.equipment.body) : undefined;
const toolItem = view.player.equipment.tool ? inventoryById.get(view.player.equipment.tool) : undefined;
const kitItem = getKitItem(view);
const left: EquipmentPreviewEntry[] = [
{
id: 'head',
label: 'Head',
title: '遮面兜帽',
subtitle: '造型预置位',
art: getEquipmentArt(undefined, 'head'),
isEquipped: false,
},
{
id: 'body',
label: 'Body',
title: bodyItem?.name ?? '未装备护甲',
subtitle: bodyItem ? '已挂载在躯干槽' : '建议保留一件抗风装备',
art: getEquipmentArt(bodyItem?.itemId, 'body'),
isEquipped: Boolean(bodyItem),
},
{
id: 'back',
label: 'Back',
title: '远行背包',
subtitle: `容量 ${view.player.inventoryUsage}/${view.player.inventoryCapacity}`,
art: getEquipmentArt(undefined, 'back'),
isEquipped: true,
},
];
const right: EquipmentPreviewEntry[] = [
{
id: 'weapon',
label: 'Weapon',
title: weaponItem?.name ?? '未装备主武器',
subtitle: weaponItem ? '武器槽在线' : '可通过蓝图制作远程装备',
art: getEquipmentArt(weaponItem?.itemId, 'weapon'),
isEquipped: Boolean(weaponItem),
},
{
id: 'tool',
label: 'Tool',
title: toolItem?.name ?? '未挂载工具',
subtitle: toolItem ? '工具槽在线' : '撬棍可作为早期万能工具',
art: getEquipmentArt(toolItem?.itemId, 'tool'),
isEquipped: Boolean(toolItem),
},
{
id: 'kit',
label: 'Kit',
title: kitItem?.name ?? '未配置急救包',
subtitle: kitItem ? `携带 ${kitItem.count} 件应急补给` : '建议随身携带水或药物',
art: kitItem ? getItemArt(kitItem.itemId, kitItem.type) : getEquipmentArt(undefined, 'kit'),
isEquipped: Boolean(kitItem),
},
];
return { left, right };
}
export function getRouteRiskTier(risk: number) {
if (risk <= 0.35) return { label: '低风险', tone: 'safe' as const };
if (risk <= 0.65) return { label: '中风险', tone: 'warn' as const };
return { label: '高风险', tone: 'danger' as const };
}
export function getRiskDots(risk: number) {
const lit = Math.max(1, Math.min(6, Math.round(risk * 6)));
return Array.from({ length: 6 }, (_, index) => index < lit);
}
export function getInventoryStateLabel(item: InventoryViewEntry) {
if (item.equipped) return '已装备';
if (item.canUse) return '可立即使用';
if (item.equipSlot) return '可挂载';
return '物资储备';
}
export function getQuestProgress(quest: QuestView) {
return `${quest.steps.filter((step) => step.done).length}/${quest.steps.length}`;
}