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
@@ -0,0 +1,13 @@
|
||||
.git
|
||||
.DS_Store
|
||||
node_modules
|
||||
dist
|
||||
coverage
|
||||
.vite
|
||||
.env
|
||||
.env.local
|
||||
docs
|
||||
apps/api/data
|
||||
apps/api/dist
|
||||
apps/web/dist
|
||||
packages/*/dist
|
||||
@@ -0,0 +1,6 @@
|
||||
API_PORT=3001
|
||||
WEB_ORIGIN=http://localhost:5173
|
||||
WEB_DIST_DIR=../web/dist
|
||||
SESSION_COOKIE_NAME=tinywaste_session
|
||||
SESSION_SECRET=replace-with-a-long-random-secret
|
||||
DATABASE_URL=./data/tinywaste.db
|
||||
@@ -0,0 +1,12 @@
|
||||
node_modules
|
||||
.DS_Store
|
||||
dist
|
||||
coverage
|
||||
.vite
|
||||
*.tsbuildinfo
|
||||
.env
|
||||
.env.local
|
||||
apps/api/data
|
||||
apps/api/drizzle
|
||||
pnpm-lock.yaml
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
FROM node:20-bookworm-slim AS builder
|
||||
|
||||
WORKDIR /app
|
||||
|
||||
RUN apt-get update \
|
||||
&& apt-get install -y --no-install-recommends python3 make g++ \
|
||||
&& rm -rf /var/lib/apt/lists/*
|
||||
|
||||
RUN corepack enable
|
||||
|
||||
COPY . .
|
||||
|
||||
RUN pnpm install --frozen-lockfile
|
||||
RUN pnpm build
|
||||
|
||||
FROM node:20-bookworm-slim AS runner
|
||||
|
||||
WORKDIR /app
|
||||
|
||||
ENV NODE_ENV=production
|
||||
ENV API_PORT=3001
|
||||
ENV WEB_ORIGIN=http://localhost:3001
|
||||
ENV WEB_DIST_DIR=/app/apps/web/dist
|
||||
ENV DATABASE_URL=/data/tinywaste.db
|
||||
ENV SESSION_COOKIE_NAME=tinywaste_session
|
||||
|
||||
COPY --from=builder /app /app
|
||||
|
||||
RUN mkdir -p /data \
|
||||
&& chmod +x /app/docker-entrypoint.sh
|
||||
|
||||
WORKDIR /app/apps/api
|
||||
|
||||
EXPOSE 3001
|
||||
VOLUME ["/data"]
|
||||
|
||||
ENTRYPOINT ["/app/docker-entrypoint.sh"]
|
||||
@@ -0,0 +1,123 @@
|
||||
# TinyWaste
|
||||
|
||||
TinyWaste 是基于 `docs/` 里的 GDD、系统设计、存档后端设计和 QA 清单落地的一版可运行在线生存游戏原型。它不是单机本地存档,而是账号登录 + 服务端判定 + 数据库存档的结构,用户登录后可以继续上次进度。
|
||||
|
||||
## 技术栈
|
||||
|
||||
- `pnpm workspace`
|
||||
- `apps/web`: React 19 + Vite + TypeScript + React Query
|
||||
- `apps/api`: Fastify + TypeScript
|
||||
- `packages/game-core`: 纯逻辑模拟层,负责状态推进、战斗、事件、交易、制作
|
||||
- `packages/content`: 数据驱动内容层,承载地图、地点、敌人、事件、配方、任务
|
||||
- `SQLite + Drizzle ORM`: 用户、会话、主存档持久化
|
||||
- `HttpOnly Session Cookie`: 账号登录态
|
||||
|
||||
## 当前实现范围
|
||||
|
||||
- 用户注册 / 登录 / 登出
|
||||
- 每个账号一份主存档,所有行动都会回写数据库
|
||||
- 服务端权威推进:移动、地点行动、事件选择、战斗、制作、交易、休息、使用物品、装备切换
|
||||
- 基于文档设计的主线推进骨架:
|
||||
- `home`
|
||||
- `roadside`
|
||||
- `rain_farm`
|
||||
- `village_market`
|
||||
- `city_edge`
|
||||
- `subway_entrance`
|
||||
- `sewer`
|
||||
- `vault_gate`
|
||||
- 前端已实现账号页、建档页、主游戏界面、日志、任务、库存、战斗和事件弹层
|
||||
|
||||
## GPT-Image-2 资源
|
||||
|
||||
地点视觉资源已放在 [apps/web/public/generated](/Users/virtheart/Documents/CloneProjects/TinyWaste/apps/web/public/generated)。这些图是按 `docs/awesome-gpt-image-2-prompts/README_zh-CN.md` 的思路为本项目生成并接入的,当前已覆盖主要地点背景图。
|
||||
|
||||
## 运行方式
|
||||
|
||||
1. 创建环境变量文件:
|
||||
|
||||
```bash
|
||||
cp .env.example .env
|
||||
```
|
||||
|
||||
2. 安装依赖:
|
||||
|
||||
```bash
|
||||
pnpm install
|
||||
```
|
||||
|
||||
3. 初始化数据库:
|
||||
|
||||
```bash
|
||||
pnpm db:migrate
|
||||
```
|
||||
|
||||
4. 启动前后端开发环境:
|
||||
|
||||
```bash
|
||||
pnpm dev
|
||||
```
|
||||
|
||||
5. 打开:
|
||||
|
||||
- Web: [http://localhost:5173](http://localhost:5173)
|
||||
- API: [http://localhost:3001/api/health](http://localhost:3001/api/health)
|
||||
|
||||
## Docker 部署
|
||||
|
||||
项目现在支持用一个镜像同时承载前端和后端。容器启动时会自动执行数据库迁移,然后由 Fastify 同时提供 `/api/*` 和前端静态页面。
|
||||
|
||||
1. 构建镜像:
|
||||
|
||||
```bash
|
||||
docker build -t tinywaste .
|
||||
```
|
||||
|
||||
2. 启动容器:
|
||||
|
||||
```bash
|
||||
docker run -d \
|
||||
--name tinywaste \
|
||||
-p 3001:3001 \
|
||||
-v tinywaste-data:/data \
|
||||
tinywaste
|
||||
```
|
||||
|
||||
3. 打开:
|
||||
|
||||
- 应用首页: [http://localhost:3001](http://localhost:3001)
|
||||
- 健康检查: [http://localhost:3001/api/health](http://localhost:3001/api/health)
|
||||
|
||||
说明:
|
||||
|
||||
- 默认数据库文件在容器内 `/data/tinywaste.db`,上面的 volume 用来持久化存档数据。
|
||||
- 如果宿主机端口想改成 `8080`,只需要把参数改成 `-p 8080:3001`,容器内端口仍然是 `3001`。
|
||||
- `WEB_ORIGIN` 在 Docker 场景下一般不需要额外修改,因为前后端由同一个服务同源提供。
|
||||
- 如果没有传 `SESSION_SECRET`,容器会在启动时自动生成一个临时密钥,方便本地直接跑;正式环境建议显式传入固定长随机串。
|
||||
|
||||
## 常用命令
|
||||
|
||||
```bash
|
||||
pnpm build
|
||||
pnpm test
|
||||
pnpm --filter @tinywaste/api db:migrate
|
||||
```
|
||||
|
||||
## 目录结构
|
||||
|
||||
```text
|
||||
apps/
|
||||
api/ Fastify API、认证、会话、存档持久化
|
||||
web/ React 前端
|
||||
packages/
|
||||
game-core/ 游戏核心模拟
|
||||
content/ 地图与内容数据
|
||||
docs/ 游戏设计、系统设计、运行发布、QA 与 GPT-Image-2 提示词参考
|
||||
```
|
||||
|
||||
## 后续扩展建议
|
||||
|
||||
- 增加多存档槽位与账号资料页
|
||||
- 给事件、敌人、道具补更多 GPT-Image-2 资产
|
||||
- 为 `game-core` 和 API 补更多集成测试
|
||||
- 接入正式生产数据库和 HTTPS Cookie 策略
|
||||
@@ -0,0 +1,36 @@
|
||||
PRAGMA foreign_keys = ON;
|
||||
|
||||
CREATE TABLE IF NOT EXISTS users (
|
||||
id TEXT PRIMARY KEY,
|
||||
email TEXT NOT NULL UNIQUE,
|
||||
username TEXT NOT NULL UNIQUE,
|
||||
password_hash TEXT NOT NULL,
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL
|
||||
);
|
||||
|
||||
CREATE TABLE IF NOT EXISTS sessions (
|
||||
id TEXT PRIMARY KEY,
|
||||
user_id TEXT NOT NULL,
|
||||
token_hash TEXT NOT NULL UNIQUE,
|
||||
expires_at INTEGER NOT NULL,
|
||||
created_at INTEGER NOT NULL,
|
||||
FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE
|
||||
);
|
||||
|
||||
CREATE TABLE IF NOT EXISTS save_slots (
|
||||
id TEXT PRIMARY KEY,
|
||||
user_id TEXT NOT NULL,
|
||||
slot_key TEXT NOT NULL,
|
||||
label TEXT NOT NULL,
|
||||
state_json TEXT NOT NULL,
|
||||
revision INTEGER NOT NULL DEFAULT 1,
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL,
|
||||
UNIQUE(user_id, slot_key),
|
||||
FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE
|
||||
);
|
||||
|
||||
CREATE INDEX IF NOT EXISTS idx_sessions_user_id ON sessions(user_id);
|
||||
CREATE INDEX IF NOT EXISTS idx_save_slots_user_id ON save_slots(user_id);
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"name": "@tinywaste/api",
|
||||
"private": true,
|
||||
"version": "0.1.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "tsx watch src/server.ts",
|
||||
"build": "tsup src/server.ts scripts/migrate.ts --format esm --sourcemap --clean --out-dir dist",
|
||||
"start": "node dist/src/server.js",
|
||||
"db:migrate:prod": "node dist/scripts/migrate.js",
|
||||
"lint": "eslint src scripts --ext .ts",
|
||||
"test": "vitest run",
|
||||
"db:migrate": "tsx scripts/migrate.ts"
|
||||
},
|
||||
"dependencies": {
|
||||
"@fastify/cookie": "^11.0.2",
|
||||
"@fastify/cors": "^11.1.0",
|
||||
"@fastify/static": "^9.1.3",
|
||||
"@tinywaste/content": "workspace:*",
|
||||
"@tinywaste/game-core": "workspace:*",
|
||||
"bcryptjs": "^3.0.3",
|
||||
"better-sqlite3": "^12.4.1",
|
||||
"dotenv": "^17.2.3",
|
||||
"drizzle-orm": "^0.44.7",
|
||||
"fastify": "^5.6.1",
|
||||
"zod": "^4.1.12"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/better-sqlite3": "^7.6.13"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
import { mkdirSync, readdirSync, readFileSync } from 'node:fs';
|
||||
import { dirname, join, resolve } from 'node:path';
|
||||
import Database from 'better-sqlite3';
|
||||
import { config as loadDotenv } from 'dotenv';
|
||||
|
||||
loadDotenv({
|
||||
path: [resolve(process.cwd(), '.env'), resolve(process.cwd(), '../../.env')],
|
||||
});
|
||||
|
||||
const databaseUrl = process.env.DATABASE_URL;
|
||||
if (!databaseUrl) {
|
||||
throw new Error('DATABASE_URL is required.');
|
||||
}
|
||||
|
||||
const dbPath = resolve(process.cwd(), databaseUrl);
|
||||
mkdirSync(dirname(dbPath), { recursive: true });
|
||||
|
||||
const db = new Database(dbPath);
|
||||
db.pragma('foreign_keys = ON');
|
||||
db.exec(`
|
||||
CREATE TABLE IF NOT EXISTS _migrations (
|
||||
name TEXT PRIMARY KEY,
|
||||
applied_at INTEGER NOT NULL
|
||||
);
|
||||
`);
|
||||
|
||||
const applied = new Set(
|
||||
db
|
||||
.prepare('SELECT name FROM _migrations')
|
||||
.all()
|
||||
.map((row) => String((row as { name: string }).name)),
|
||||
);
|
||||
|
||||
const migrationsDir = resolve(process.cwd(), 'migrations');
|
||||
const files = readdirSync(migrationsDir)
|
||||
.filter((file) => file.endsWith('.sql'))
|
||||
.sort();
|
||||
|
||||
for (const file of files) {
|
||||
if (applied.has(file)) continue;
|
||||
const sql = readFileSync(join(migrationsDir, file), 'utf8');
|
||||
db.exec('BEGIN');
|
||||
try {
|
||||
db.exec(sql);
|
||||
db.prepare('INSERT INTO _migrations (name, applied_at) VALUES (?, ?)').run(file, Date.now());
|
||||
db.exec('COMMIT');
|
||||
console.log(`Applied migration ${file}`);
|
||||
} catch (error) {
|
||||
db.exec('ROLLBACK');
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
db.close();
|
||||
@@ -0,0 +1,51 @@
|
||||
import { and, eq, lt, or } from 'drizzle-orm';
|
||||
import type { db as database } from '../../shared/database/client';
|
||||
import { saveSlotsTable, sessionsTable, usersTable } from '../../shared/database/schema';
|
||||
|
||||
type DbClient = typeof database;
|
||||
|
||||
export class AuthRepository {
|
||||
constructor(private readonly db: DbClient) {}
|
||||
|
||||
findUserByIdentifier(identifier: string) {
|
||||
return this.db.query.usersTable.findFirst({
|
||||
where: or(eq(usersTable.email, identifier), eq(usersTable.username, identifier)),
|
||||
});
|
||||
}
|
||||
|
||||
findUserById(userId: string) {
|
||||
return this.db.query.usersTable.findFirst({
|
||||
where: eq(usersTable.id, userId),
|
||||
});
|
||||
}
|
||||
|
||||
createUser(user: typeof usersTable.$inferInsert) {
|
||||
this.db.insert(usersTable).values(user).run();
|
||||
return user;
|
||||
}
|
||||
|
||||
createSession(session: typeof sessionsTable.$inferInsert) {
|
||||
this.db.insert(sessionsTable).values(session).run();
|
||||
return session;
|
||||
}
|
||||
|
||||
findSessionByTokenHash(tokenHash: string) {
|
||||
return this.db.query.sessionsTable.findFirst({
|
||||
where: eq(sessionsTable.tokenHash, tokenHash),
|
||||
});
|
||||
}
|
||||
|
||||
deleteSessionByTokenHash(tokenHash: string) {
|
||||
this.db.delete(sessionsTable).where(eq(sessionsTable.tokenHash, tokenHash)).run();
|
||||
}
|
||||
|
||||
deleteExpiredSessions(now: number) {
|
||||
this.db.delete(sessionsTable).where(lt(sessionsTable.expiresAt, now)).run();
|
||||
}
|
||||
|
||||
getMainSaveSlot(userId: string) {
|
||||
return this.db.query.saveSlotsTable.findFirst({
|
||||
where: and(eq(saveSlotsTable.userId, userId), eq(saveSlotsTable.slotKey, 'main')),
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
import type { FastifyInstance } from 'fastify';
|
||||
import { loginSchema, registerSchema } from './auth.schemas';
|
||||
import { AuthService } from './auth.service';
|
||||
|
||||
export const registerAuthRoutes = (app: FastifyInstance, authService: AuthService) => {
|
||||
app.get('/api/auth/me', async (request) => {
|
||||
const user = await authService.getUserFromRequest(request);
|
||||
return { user };
|
||||
});
|
||||
|
||||
app.post('/api/auth/register', async (request, reply) => {
|
||||
const input = registerSchema.parse(request.body);
|
||||
const user = await authService.register(input, reply);
|
||||
return { user };
|
||||
});
|
||||
|
||||
app.post('/api/auth/login', async (request, reply) => {
|
||||
const input = loginSchema.parse(request.body);
|
||||
const user = await authService.login(input, reply);
|
||||
return { user };
|
||||
});
|
||||
|
||||
app.post('/api/auth/logout', async (request, reply) => {
|
||||
await authService.logout(request, reply);
|
||||
return { ok: true };
|
||||
});
|
||||
};
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
import { z } from 'zod';
|
||||
|
||||
export const registerSchema = z.object({
|
||||
email: z.string().email(),
|
||||
username: z.string().trim().min(3).max(24),
|
||||
password: z.string().min(8).max(128),
|
||||
});
|
||||
|
||||
export const loginSchema = z.object({
|
||||
identifier: z.string().trim().min(3),
|
||||
password: z.string().min(8).max(128),
|
||||
});
|
||||
|
||||
export type RegisterInput = z.infer<typeof registerSchema>;
|
||||
export type LoginInput = z.infer<typeof loginSchema>;
|
||||
|
||||
@@ -0,0 +1,132 @@
|
||||
import { createHash, randomBytes, randomUUID } from 'node:crypto';
|
||||
import bcrypt from 'bcryptjs';
|
||||
import type { FastifyReply, FastifyRequest } from 'fastify';
|
||||
import { AppError } from '../../shared/errors';
|
||||
import { env } from '../../shared/env';
|
||||
import { AuthRepository } from './auth.repository';
|
||||
import type { LoginInput, RegisterInput } from './auth.schemas';
|
||||
|
||||
const SESSION_TTL_MS = 1000 * 60 * 60 * 24 * 14;
|
||||
|
||||
export interface AuthUser {
|
||||
id: string;
|
||||
email: string;
|
||||
username: string;
|
||||
}
|
||||
|
||||
const normalizeIdentifier = (value: string) => value.trim().toLowerCase();
|
||||
const hashSessionToken = (token: string) => createHash('sha256').update(token).digest('hex');
|
||||
|
||||
export class AuthService {
|
||||
constructor(private readonly repository: AuthRepository) {}
|
||||
|
||||
private sanitizeUser(user: { id: string; email: string; username: string }): AuthUser {
|
||||
return {
|
||||
id: user.id,
|
||||
email: user.email,
|
||||
username: user.username,
|
||||
};
|
||||
}
|
||||
|
||||
private issueSession(reply: FastifyReply, userId: string) {
|
||||
this.repository.deleteExpiredSessions(Date.now());
|
||||
|
||||
const rawToken = randomBytes(32).toString('hex');
|
||||
const tokenHash = hashSessionToken(rawToken);
|
||||
const now = Date.now();
|
||||
const session = {
|
||||
id: randomUUID(),
|
||||
userId,
|
||||
tokenHash,
|
||||
expiresAt: now + SESSION_TTL_MS,
|
||||
createdAt: now,
|
||||
};
|
||||
|
||||
this.repository.createSession(session);
|
||||
reply.setCookie(env.sessionCookieName, rawToken, {
|
||||
httpOnly: true,
|
||||
sameSite: 'lax',
|
||||
path: '/',
|
||||
maxAge: SESSION_TTL_MS / 1000,
|
||||
secure: false,
|
||||
});
|
||||
}
|
||||
|
||||
async register(input: RegisterInput, reply: FastifyReply) {
|
||||
const email = normalizeIdentifier(input.email);
|
||||
const username = input.username.trim();
|
||||
|
||||
const existing = await this.repository.findUserByIdentifier(email);
|
||||
if (existing) {
|
||||
throw new AppError(409, 'AUTH_EXISTS', '该邮箱或用户名已经被使用。');
|
||||
}
|
||||
|
||||
const byUsername = await this.repository.findUserByIdentifier(username);
|
||||
if (byUsername) {
|
||||
throw new AppError(409, 'AUTH_EXISTS', '该邮箱或用户名已经被使用。');
|
||||
}
|
||||
|
||||
const user = {
|
||||
id: randomUUID(),
|
||||
email,
|
||||
username,
|
||||
passwordHash: await bcrypt.hash(input.password, 10),
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now(),
|
||||
};
|
||||
|
||||
this.repository.createUser(user);
|
||||
this.issueSession(reply, user.id);
|
||||
return this.sanitizeUser(user);
|
||||
}
|
||||
|
||||
async login(input: LoginInput, reply: FastifyReply) {
|
||||
const identifier = input.identifier.includes('@')
|
||||
? normalizeIdentifier(input.identifier)
|
||||
: input.identifier.trim();
|
||||
const user = await this.repository.findUserByIdentifier(identifier);
|
||||
if (!user) {
|
||||
throw new AppError(401, 'AUTH_INVALID', '账号或密码不正确。');
|
||||
}
|
||||
|
||||
const ok = await bcrypt.compare(input.password, user.passwordHash);
|
||||
if (!ok) {
|
||||
throw new AppError(401, 'AUTH_INVALID', '账号或密码不正确。');
|
||||
}
|
||||
|
||||
this.issueSession(reply, user.id);
|
||||
return this.sanitizeUser(user);
|
||||
}
|
||||
|
||||
async getUserFromRequest(request: FastifyRequest) {
|
||||
const rawToken = request.cookies[env.sessionCookieName];
|
||||
if (!rawToken) return null;
|
||||
|
||||
const session = await this.repository.findSessionByTokenHash(hashSessionToken(rawToken));
|
||||
if (!session) return null;
|
||||
|
||||
if (session.expiresAt < Date.now()) {
|
||||
this.repository.deleteSessionByTokenHash(session.tokenHash);
|
||||
return null;
|
||||
}
|
||||
|
||||
const user = await this.repository.findUserById(session.userId);
|
||||
return user ? this.sanitizeUser(user) : null;
|
||||
}
|
||||
|
||||
async requireUser(request: FastifyRequest) {
|
||||
const user = await this.getUserFromRequest(request);
|
||||
if (!user) {
|
||||
throw new AppError(401, 'AUTH_REQUIRED', '请先登录。');
|
||||
}
|
||||
return user;
|
||||
}
|
||||
|
||||
async logout(request: FastifyRequest, reply: FastifyReply) {
|
||||
const rawToken = request.cookies[env.sessionCookieName];
|
||||
if (rawToken) {
|
||||
this.repository.deleteSessionByTokenHash(hashSessionToken(rawToken));
|
||||
}
|
||||
reply.clearCookie(env.sessionCookieName, { path: '/' });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
import { and, eq } from 'drizzle-orm';
|
||||
import type { db as database } from '../../shared/database/client';
|
||||
import { saveSlotsTable } from '../../shared/database/schema';
|
||||
|
||||
type DbClient = typeof database;
|
||||
|
||||
export class GameRepository {
|
||||
constructor(private readonly db: DbClient) {}
|
||||
|
||||
getMainSlot(userId: string) {
|
||||
return this.db.query.saveSlotsTable.findFirst({
|
||||
where: and(eq(saveSlotsTable.userId, userId), eq(saveSlotsTable.slotKey, 'main')),
|
||||
});
|
||||
}
|
||||
|
||||
async upsertMainSlot(userId: string, stateJson: string, label: string) {
|
||||
const existing = await this.getMainSlot(userId);
|
||||
const now = Date.now();
|
||||
|
||||
if (existing) {
|
||||
this.db
|
||||
.update(saveSlotsTable)
|
||||
.set({
|
||||
stateJson,
|
||||
label,
|
||||
revision: existing.revision + 1,
|
||||
updatedAt: now,
|
||||
})
|
||||
.where(eq(saveSlotsTable.id, existing.id))
|
||||
.run();
|
||||
return await this.getMainSlot(userId);
|
||||
}
|
||||
|
||||
const created = {
|
||||
id: crypto.randomUUID(),
|
||||
userId,
|
||||
slotKey: 'main',
|
||||
label,
|
||||
stateJson,
|
||||
revision: 1,
|
||||
createdAt: now,
|
||||
updatedAt: now,
|
||||
};
|
||||
|
||||
this.db.insert(saveSlotsTable).values(created).run();
|
||||
return await this.getMainSlot(userId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
import type { FastifyInstance } from 'fastify';
|
||||
import { AuthService } from '../auth/auth.service';
|
||||
import { createGameSchema, gameActionSchema } from './game.schemas';
|
||||
import { GameService } from './game.service';
|
||||
|
||||
export const registerGameRoutes = (
|
||||
app: FastifyInstance,
|
||||
authService: AuthService,
|
||||
gameService: GameService,
|
||||
) => {
|
||||
app.get('/api/game/state', async (request) => {
|
||||
const user = await authService.requireUser(request);
|
||||
return await gameService.getState(user.id);
|
||||
});
|
||||
|
||||
app.post('/api/game/new', async (request) => {
|
||||
const user = await authService.requireUser(request);
|
||||
const input = createGameSchema.parse(request.body);
|
||||
return { view: await gameService.createGame(user.id, input) };
|
||||
});
|
||||
|
||||
app.post('/api/game/action', async (request) => {
|
||||
const user = await authService.requireUser(request);
|
||||
const action = gameActionSchema.parse(request.body);
|
||||
return { view: await gameService.applyAction(user.id, action) };
|
||||
});
|
||||
};
|
||||
@@ -0,0 +1,25 @@
|
||||
import { z } from 'zod';
|
||||
|
||||
export const createGameSchema = z.object({
|
||||
playerName: z.string().trim().min(2).max(24),
|
||||
});
|
||||
|
||||
export const gameActionSchema = z.discriminatedUnion('type', [
|
||||
z.object({ type: z.literal('travel'), toPlaceId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('perform-action'), actionId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('select-event-option'), optionId: z.string().min(1) }),
|
||||
z.object({
|
||||
type: z.literal('combat'),
|
||||
move: z.enum(['attack', 'defend', 'advance', 'retreat', 'escape']),
|
||||
}),
|
||||
z.object({ type: z.literal('craft'), recipeId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('use-item'), itemId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('equip-item'), itemId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('unequip-item'), slot: z.enum(['weapon', 'body', 'tool']) }),
|
||||
z.object({ type: z.literal('trade'), offerId: z.string().min(1) }),
|
||||
z.object({ type: z.literal('rest'), minutes: z.number().int().min(10).max(240) }),
|
||||
]);
|
||||
|
||||
export type CreateGameInput = z.infer<typeof createGameSchema>;
|
||||
export type GameActionInput = z.infer<typeof gameActionSchema>;
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
import {
|
||||
applyGameAction,
|
||||
buildGameView,
|
||||
createNewGameState,
|
||||
type GameState,
|
||||
} from '@tinywaste/game-core';
|
||||
import { gameContent } from '@tinywaste/content';
|
||||
import { AppError } from '../../shared/errors';
|
||||
import { GameRepository } from './game.repository';
|
||||
import type { CreateGameInput, GameActionInput } from './game.schemas';
|
||||
|
||||
export class GameService {
|
||||
constructor(private readonly repository: GameRepository) {}
|
||||
|
||||
async getState(userId: string) {
|
||||
const slot = await this.repository.getMainSlot(userId);
|
||||
if (!slot) {
|
||||
return { hasSave: false as const, view: null };
|
||||
}
|
||||
|
||||
const state = JSON.parse(slot.stateJson) as GameState;
|
||||
return {
|
||||
hasSave: true as const,
|
||||
view: buildGameView(state, gameContent),
|
||||
};
|
||||
}
|
||||
|
||||
async createGame(userId: string, input: CreateGameInput) {
|
||||
const state = createNewGameState(gameContent, input.playerName.trim());
|
||||
await this.repository.upsertMainSlot(
|
||||
userId,
|
||||
JSON.stringify(state),
|
||||
`${input.playerName.trim()} 的进度`,
|
||||
);
|
||||
return buildGameView(state, gameContent);
|
||||
}
|
||||
|
||||
async applyAction(userId: string, action: GameActionInput) {
|
||||
const slot = await this.repository.getMainSlot(userId);
|
||||
if (!slot) {
|
||||
throw new AppError(404, 'GAME_NOT_FOUND', '还没有创建游戏进度。');
|
||||
}
|
||||
|
||||
const state = JSON.parse(slot.stateJson) as GameState;
|
||||
const result = applyGameAction(state, gameContent, action);
|
||||
await this.repository.upsertMainSlot(userId, JSON.stringify(result.state), slot.label);
|
||||
return buildGameView(result.state, gameContent);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
import { existsSync } from 'node:fs';
|
||||
import Fastify from 'fastify';
|
||||
import cookie from '@fastify/cookie';
|
||||
import cors from '@fastify/cors';
|
||||
import fastifyStatic from '@fastify/static';
|
||||
import { ZodError } from 'zod';
|
||||
import { db } from './shared/database/client';
|
||||
import { env } from './shared/env';
|
||||
import { formatZodError, isAppError } from './shared/errors';
|
||||
import { AuthRepository } from './features/auth/auth.repository';
|
||||
import { AuthService } from './features/auth/auth.service';
|
||||
import { registerAuthRoutes } from './features/auth/auth.routes';
|
||||
import { GameRepository } from './features/game/game.repository';
|
||||
import { GameService } from './features/game/game.service';
|
||||
import { registerGameRoutes } from './features/game/game.routes';
|
||||
|
||||
const app = Fastify({ logger: true });
|
||||
|
||||
await app.register(cookie, {
|
||||
secret: env.sessionSecret,
|
||||
});
|
||||
|
||||
await app.register(cors, {
|
||||
origin: env.webOrigin,
|
||||
credentials: true,
|
||||
});
|
||||
|
||||
const authRepository = new AuthRepository(db);
|
||||
const authService = new AuthService(authRepository);
|
||||
const gameRepository = new GameRepository(db);
|
||||
const gameService = new GameService(gameRepository);
|
||||
|
||||
app.get('/api/health', async () => ({
|
||||
ok: true,
|
||||
service: 'tinywaste-api',
|
||||
}));
|
||||
|
||||
registerAuthRoutes(app, authService);
|
||||
registerGameRoutes(app, authService, gameService);
|
||||
|
||||
const webDistAvailable = existsSync(env.webDistPath);
|
||||
|
||||
if (webDistAvailable) {
|
||||
await app.register(fastifyStatic, {
|
||||
root: env.webDistPath,
|
||||
prefix: '/',
|
||||
maxAge: '30d',
|
||||
immutable: true,
|
||||
});
|
||||
|
||||
app.get('/', async (_request, reply) =>
|
||||
reply.sendFile('index.html', {
|
||||
maxAge: 0,
|
||||
immutable: false,
|
||||
}),
|
||||
);
|
||||
|
||||
app.setNotFoundHandler((request, reply) => {
|
||||
const acceptsHtml = request.headers.accept?.includes('text/html');
|
||||
|
||||
if (request.method === 'GET' && acceptsHtml && !request.url.startsWith('/api/')) {
|
||||
return reply.sendFile('index.html', {
|
||||
maxAge: 0,
|
||||
immutable: false,
|
||||
});
|
||||
}
|
||||
|
||||
return reply.status(404).send({
|
||||
error: {
|
||||
code: 'NOT_FOUND',
|
||||
message: '请求的资源不存在。',
|
||||
},
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
app.setErrorHandler((error, _request, reply) => {
|
||||
if (isAppError(error)) {
|
||||
reply.status(error.statusCode).send({
|
||||
error: {
|
||||
code: error.code,
|
||||
message: error.message,
|
||||
},
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (error instanceof ZodError) {
|
||||
reply.status(400).send({
|
||||
error: {
|
||||
code: 'VALIDATION_ERROR',
|
||||
message: formatZodError(error),
|
||||
},
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
app.log.error(error);
|
||||
reply.status(500).send({
|
||||
error: {
|
||||
code: 'INTERNAL_ERROR',
|
||||
message: '服务器内部错误,请稍后再试。',
|
||||
},
|
||||
});
|
||||
});
|
||||
|
||||
const start = async () => {
|
||||
try {
|
||||
await app.listen({ port: env.port, host: '0.0.0.0' });
|
||||
app.log.info(`API running on http://localhost:${env.port}`);
|
||||
if (webDistAvailable) {
|
||||
app.log.info(`Web bundle served from ${env.webDistPath}`);
|
||||
}
|
||||
} catch (error) {
|
||||
app.log.error(error);
|
||||
process.exit(1);
|
||||
}
|
||||
};
|
||||
|
||||
await start();
|
||||
@@ -0,0 +1,11 @@
|
||||
import Database from 'better-sqlite3';
|
||||
import { drizzle } from 'drizzle-orm/better-sqlite3';
|
||||
import { env } from '../env';
|
||||
import * as schema from './schema';
|
||||
|
||||
const sqlite = new Database(env.databasePath);
|
||||
sqlite.pragma('foreign_keys = ON');
|
||||
|
||||
export const db = drizzle(sqlite, { schema });
|
||||
export { sqlite, schema };
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
import { integer, sqliteTable, text, uniqueIndex } from 'drizzle-orm/sqlite-core';
|
||||
|
||||
export const usersTable = sqliteTable(
|
||||
'users',
|
||||
{
|
||||
id: text('id').primaryKey(),
|
||||
email: text('email').notNull(),
|
||||
username: text('username').notNull(),
|
||||
passwordHash: text('password_hash').notNull(),
|
||||
createdAt: integer('created_at', { mode: 'number' }).notNull(),
|
||||
updatedAt: integer('updated_at', { mode: 'number' }).notNull(),
|
||||
},
|
||||
(table) => ({
|
||||
usersEmailUnique: uniqueIndex('users_email_unique').on(table.email),
|
||||
usersUsernameUnique: uniqueIndex('users_username_unique').on(table.username),
|
||||
}),
|
||||
);
|
||||
|
||||
export const sessionsTable = sqliteTable(
|
||||
'sessions',
|
||||
{
|
||||
id: text('id').primaryKey(),
|
||||
userId: text('user_id')
|
||||
.notNull()
|
||||
.references(() => usersTable.id, { onDelete: 'cascade' }),
|
||||
tokenHash: text('token_hash').notNull(),
|
||||
expiresAt: integer('expires_at', { mode: 'number' }).notNull(),
|
||||
createdAt: integer('created_at', { mode: 'number' }).notNull(),
|
||||
},
|
||||
(table) => ({
|
||||
sessionsTokenHashUnique: uniqueIndex('sessions_token_hash_unique').on(table.tokenHash),
|
||||
}),
|
||||
);
|
||||
|
||||
export const saveSlotsTable = sqliteTable(
|
||||
'save_slots',
|
||||
{
|
||||
id: text('id').primaryKey(),
|
||||
userId: text('user_id')
|
||||
.notNull()
|
||||
.references(() => usersTable.id, { onDelete: 'cascade' }),
|
||||
slotKey: text('slot_key').notNull(),
|
||||
label: text('label').notNull(),
|
||||
stateJson: text('state_json').notNull(),
|
||||
revision: integer('revision', { mode: 'number' }).notNull(),
|
||||
createdAt: integer('created_at', { mode: 'number' }).notNull(),
|
||||
updatedAt: integer('updated_at', { mode: 'number' }).notNull(),
|
||||
},
|
||||
(table) => ({
|
||||
saveSlotsUserSlotUnique: uniqueIndex('save_slots_user_slot_unique').on(table.userId, table.slotKey),
|
||||
}),
|
||||
);
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
import { mkdirSync } from 'node:fs';
|
||||
import { dirname, resolve } from 'node:path';
|
||||
import { config as loadDotenv } from 'dotenv';
|
||||
import { z } from 'zod';
|
||||
|
||||
loadDotenv({
|
||||
path: [resolve(process.cwd(), '.env'), resolve(process.cwd(), '../../.env')],
|
||||
});
|
||||
|
||||
const envSchema = z.object({
|
||||
API_PORT: z.coerce.number().int().positive().default(3001),
|
||||
WEB_ORIGIN: z.string().url().default('http://localhost:5173'),
|
||||
WEB_DIST_DIR: z.string().min(1).default('../web/dist'),
|
||||
SESSION_COOKIE_NAME: z.string().min(3).default('tinywaste_session'),
|
||||
SESSION_SECRET: z.string().min(16),
|
||||
DATABASE_URL: z.string().min(1).default('./data/tinywaste.db'),
|
||||
});
|
||||
|
||||
const parsed = envSchema.safeParse(process.env);
|
||||
if (!parsed.success) {
|
||||
throw new Error(`Invalid environment: ${parsed.error.message}`);
|
||||
}
|
||||
|
||||
const databasePath = resolve(process.cwd(), parsed.data.DATABASE_URL);
|
||||
const webDistPath = resolve(process.cwd(), parsed.data.WEB_DIST_DIR);
|
||||
mkdirSync(dirname(databasePath), { recursive: true });
|
||||
|
||||
export const env = {
|
||||
port: parsed.data.API_PORT,
|
||||
webOrigin: parsed.data.WEB_ORIGIN,
|
||||
webDistPath,
|
||||
sessionCookieName: parsed.data.SESSION_COOKIE_NAME,
|
||||
sessionSecret: parsed.data.SESSION_SECRET,
|
||||
databasePath,
|
||||
};
|
||||
@@ -0,0 +1,30 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { loginSchema, registerSchema } from '../features/auth/auth.schemas';
|
||||
import { formatZodError } from './errors';
|
||||
|
||||
describe('formatZodError', () => {
|
||||
it('returns a friendly message for short passwords', () => {
|
||||
const result = loginSchema.safeParse({
|
||||
identifier: 'tester',
|
||||
password: '123',
|
||||
});
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
if (result.success) return;
|
||||
|
||||
expect(formatZodError(result.error)).toBe('密码 至少需要 8 个字符。');
|
||||
});
|
||||
|
||||
it('returns a friendly message for invalid email input', () => {
|
||||
const result = registerSchema.safeParse({
|
||||
email: 'not-an-email',
|
||||
username: 'tester',
|
||||
password: '12345678',
|
||||
});
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
if (result.success) return;
|
||||
|
||||
expect(formatZodError(result.error)).toBe('请输入有效的邮箱地址。');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,72 @@
|
||||
import { ZodError } from 'zod';
|
||||
|
||||
export class AppError extends Error {
|
||||
constructor(
|
||||
public readonly statusCode: number,
|
||||
public readonly code: string,
|
||||
message: string,
|
||||
) {
|
||||
super(message);
|
||||
this.name = 'AppError';
|
||||
}
|
||||
}
|
||||
|
||||
export const isAppError = (value: unknown): value is AppError => value instanceof AppError;
|
||||
|
||||
const FIELD_LABELS: Record<string, string> = {
|
||||
email: '邮箱',
|
||||
username: '用户名',
|
||||
identifier: '邮箱或用户名',
|
||||
password: '密码',
|
||||
playerName: '幸存者代号',
|
||||
actionId: '动作',
|
||||
toPlaceId: '目标地点',
|
||||
optionId: '事件选项',
|
||||
recipeId: '配方',
|
||||
itemId: '物品',
|
||||
slot: '装备槽位',
|
||||
offerId: '交易项',
|
||||
minutes: '休息时长',
|
||||
move: '战斗动作',
|
||||
};
|
||||
|
||||
const resolveFieldLabel = (path: Array<string | number | symbol>) => {
|
||||
if (path.length === 0) return '提交内容';
|
||||
const key = String(path[path.length - 1]);
|
||||
return FIELD_LABELS[key] ?? key;
|
||||
};
|
||||
|
||||
export const formatZodError = (error: ZodError) => {
|
||||
const issue = error.issues[0];
|
||||
if (!issue) {
|
||||
return '请求参数不合法。';
|
||||
}
|
||||
|
||||
const fieldLabel = resolveFieldLabel(issue.path);
|
||||
|
||||
switch (issue.code) {
|
||||
case 'invalid_type':
|
||||
return `${fieldLabel} 类型不正确。`;
|
||||
case 'too_small':
|
||||
if (issue.origin === 'string') {
|
||||
return `${fieldLabel} 至少需要 ${issue.minimum} 个字符。`;
|
||||
}
|
||||
return `${fieldLabel} 不能小于 ${issue.minimum}。`;
|
||||
case 'too_big':
|
||||
if (issue.origin === 'string') {
|
||||
return `${fieldLabel} 不能超过 ${issue.maximum} 个字符。`;
|
||||
}
|
||||
return `${fieldLabel} 不能大于 ${issue.maximum}。`;
|
||||
case 'invalid_format':
|
||||
if (issue.format === 'email') {
|
||||
return '请输入有效的邮箱地址。';
|
||||
}
|
||||
return `${fieldLabel} 格式不正确。`;
|
||||
case 'invalid_value':
|
||||
return `${fieldLabel} 的值不在允许范围内。`;
|
||||
default:
|
||||
return issue.message && issue.message !== 'Invalid input'
|
||||
? `${fieldLabel}:${issue.message}`
|
||||
: `${fieldLabel} 不合法。`;
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"extends": "../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"rootDir": "./src",
|
||||
"types": ["node"]
|
||||
},
|
||||
"include": ["src", "scripts"]
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
pnpm-debug.log*
|
||||
lerna-debug.log*
|
||||
|
||||
node_modules
|
||||
dist
|
||||
dist-ssr
|
||||
*.local
|
||||
|
||||
# Editor directories and files
|
||||
.vscode/*
|
||||
!.vscode/extensions.json
|
||||
.idea
|
||||
.DS_Store
|
||||
*.suo
|
||||
*.ntvs*
|
||||
*.njsproj
|
||||
*.sln
|
||||
*.sw?
|
||||
@@ -0,0 +1,73 @@
|
||||
# React + TypeScript + Vite
|
||||
|
||||
This template provides a minimal setup to get React working in Vite with HMR and some ESLint rules.
|
||||
|
||||
Currently, two official plugins are available:
|
||||
|
||||
- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react) uses [Oxc](https://oxc.rs)
|
||||
- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react-swc) uses [SWC](https://swc.rs/)
|
||||
|
||||
## React Compiler
|
||||
|
||||
The React Compiler is not enabled on this template because of its impact on dev & build performances. To add it, see [this documentation](https://react.dev/learn/react-compiler/installation).
|
||||
|
||||
## Expanding the ESLint configuration
|
||||
|
||||
If you are developing a production application, we recommend updating the configuration to enable type-aware lint rules:
|
||||
|
||||
```js
|
||||
export default defineConfig([
|
||||
globalIgnores(['dist']),
|
||||
{
|
||||
files: ['**/*.{ts,tsx}'],
|
||||
extends: [
|
||||
// Other configs...
|
||||
|
||||
// Remove tseslint.configs.recommended and replace with this
|
||||
tseslint.configs.recommendedTypeChecked,
|
||||
// Alternatively, use this for stricter rules
|
||||
tseslint.configs.strictTypeChecked,
|
||||
// Optionally, add this for stylistic rules
|
||||
tseslint.configs.stylisticTypeChecked,
|
||||
|
||||
// Other configs...
|
||||
],
|
||||
languageOptions: {
|
||||
parserOptions: {
|
||||
project: ['./tsconfig.node.json', './tsconfig.app.json'],
|
||||
tsconfigRootDir: import.meta.dirname,
|
||||
},
|
||||
// other options...
|
||||
},
|
||||
},
|
||||
])
|
||||
```
|
||||
|
||||
You can also install [eslint-plugin-react-x](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-x) and [eslint-plugin-react-dom](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-dom) for React-specific lint rules:
|
||||
|
||||
```js
|
||||
// eslint.config.js
|
||||
import reactX from 'eslint-plugin-react-x'
|
||||
import reactDom from 'eslint-plugin-react-dom'
|
||||
|
||||
export default defineConfig([
|
||||
globalIgnores(['dist']),
|
||||
{
|
||||
files: ['**/*.{ts,tsx}'],
|
||||
extends: [
|
||||
// Other configs...
|
||||
// Enable lint rules for React
|
||||
reactX.configs['recommended-typescript'],
|
||||
// Enable lint rules for React DOM
|
||||
reactDom.configs.recommended,
|
||||
],
|
||||
languageOptions: {
|
||||
parserOptions: {
|
||||
project: ['./tsconfig.node.json', './tsconfig.app.json'],
|
||||
tsconfigRootDir: import.meta.dirname,
|
||||
},
|
||||
// other options...
|
||||
},
|
||||
},
|
||||
])
|
||||
```
|
||||
@@ -0,0 +1,22 @@
|
||||
import js from '@eslint/js'
|
||||
import globals from 'globals'
|
||||
import reactHooks from 'eslint-plugin-react-hooks'
|
||||
import reactRefresh from 'eslint-plugin-react-refresh'
|
||||
import tseslint from 'typescript-eslint'
|
||||
import { defineConfig, globalIgnores } from 'eslint/config'
|
||||
|
||||
export default defineConfig([
|
||||
globalIgnores(['dist']),
|
||||
{
|
||||
files: ['**/*.{ts,tsx}'],
|
||||
extends: [
|
||||
js.configs.recommended,
|
||||
tseslint.configs.recommended,
|
||||
reactHooks.configs.flat.recommended,
|
||||
reactRefresh.configs.vite,
|
||||
],
|
||||
languageOptions: {
|
||||
globals: globals.browser,
|
||||
},
|
||||
},
|
||||
])
|
||||
@@ -0,0 +1,13 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>scaffold</title>
|
||||
</head>
|
||||
<body>
|
||||
<div id="root"></div>
|
||||
<script type="module" src="/src/main.tsx"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,37 @@
|
||||
{
|
||||
"name": "@tinywaste/web",
|
||||
"private": true,
|
||||
"version": "0.0.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
"build": "tsc -b && vite build",
|
||||
"lint": "eslint .",
|
||||
"preview": "vite preview",
|
||||
"test": "vitest run --passWithNoTests"
|
||||
},
|
||||
"dependencies": {
|
||||
"@tanstack/react-query": "^5.90.5",
|
||||
"@tinywaste/content": "workspace:*",
|
||||
"@tinywaste/game-core": "workspace:*",
|
||||
"react": "^19.2.5",
|
||||
"react-dom": "^19.2.5",
|
||||
"react-router-dom": "^7.9.6",
|
||||
"zustand": "^5.0.8"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@eslint/js": "^10.0.1",
|
||||
"@types/node": "^24.12.2",
|
||||
"@types/react": "^19.2.14",
|
||||
"@types/react-dom": "^19.2.3",
|
||||
"@vitejs/plugin-react": "^6.0.1",
|
||||
"eslint": "^10.2.1",
|
||||
"eslint-plugin-react-hooks": "^7.1.1",
|
||||
"eslint-plugin-react-refresh": "^0.5.2",
|
||||
"globals": "^17.5.0",
|
||||
"typescript": "~6.0.2",
|
||||
"typescript-eslint": "^8.58.2",
|
||||
"vite": "^8.0.10",
|
||||
"vitest": "^4.0.7"
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 9.3 KiB |
|
After Width: | Height: | Size: 2.4 MiB |
|
After Width: | Height: | Size: 2.3 MiB |
|
After Width: | Height: | Size: 2.4 MiB |
|
After Width: | Height: | Size: 2.7 MiB |
|
After Width: | Height: | Size: 2.1 MiB |
|
After Width: | Height: | Size: 2.3 MiB |
|
After Width: | Height: | Size: 2.4 MiB |
|
After Width: | Height: | Size: 2.1 MiB |
|
After Width: | Height: | Size: 2.4 MiB |
|
After Width: | Height: | Size: 438 KiB |
|
After Width: | Height: | Size: 444 KiB |
|
After Width: | Height: | Size: 357 KiB |
|
After Width: | Height: | Size: 395 KiB |
|
After Width: | Height: | Size: 389 KiB |
|
After Width: | Height: | Size: 373 KiB |
|
After Width: | Height: | Size: 2.4 MiB |
|
After Width: | Height: | Size: 212 KiB |
|
After Width: | Height: | Size: 212 KiB |
|
After Width: | Height: | Size: 178 KiB |
|
After Width: | Height: | Size: 209 KiB |
|
After Width: | Height: | Size: 209 KiB |
|
After Width: | Height: | Size: 210 KiB |
|
After Width: | Height: | Size: 199 KiB |
|
After Width: | Height: | Size: 224 KiB |
|
After Width: | Height: | Size: 207 KiB |
|
After Width: | Height: | Size: 193 KiB |
|
After Width: | Height: | Size: 197 KiB |
|
After Width: | Height: | Size: 202 KiB |
|
After Width: | Height: | Size: 2.6 MiB |
|
After Width: | Height: | Size: 2.5 MiB |
@@ -0,0 +1,24 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg">
|
||||
<symbol id="bluesky-icon" viewBox="0 0 16 17">
|
||||
<g clip-path="url(#bluesky-clip)"><path fill="#08060d" d="M7.75 7.735c-.693-1.348-2.58-3.86-4.334-5.097-1.68-1.187-2.32-.981-2.74-.79C.188 2.065.1 2.812.1 3.251s.241 3.602.398 4.13c.52 1.744 2.367 2.333 4.07 2.145-2.495.37-4.71 1.278-1.805 4.512 3.196 3.309 4.38-.71 4.987-2.746.608 2.036 1.307 5.91 4.93 2.746 2.72-2.746.747-4.143-1.747-4.512 1.702.189 3.55-.4 4.07-2.145.156-.528.397-3.691.397-4.13s-.088-1.186-.575-1.406c-.42-.19-1.06-.395-2.741.79-1.755 1.24-3.64 3.752-4.334 5.099"/></g>
|
||||
<defs><clipPath id="bluesky-clip"><path fill="#fff" d="M.1.85h15.3v15.3H.1z"/></clipPath></defs>
|
||||
</symbol>
|
||||
<symbol id="discord-icon" viewBox="0 0 20 19">
|
||||
<path fill="#08060d" d="M16.224 3.768a14.5 14.5 0 0 0-3.67-1.153c-.158.286-.343.67-.47.976a13.5 13.5 0 0 0-4.067 0c-.128-.306-.317-.69-.476-.976A14.4 14.4 0 0 0 3.868 3.77C1.546 7.28.916 10.703 1.231 14.077a14.7 14.7 0 0 0 4.5 2.306q.545-.748.965-1.587a9.5 9.5 0 0 1-1.518-.74q.191-.14.372-.293c2.927 1.369 6.107 1.369 8.999 0q.183.152.372.294-.723.437-1.52.74.418.838.963 1.588a14.6 14.6 0 0 0 4.504-2.308c.37-3.911-.63-7.302-2.644-10.309m-9.13 8.234c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.894 0 1.614.82 1.599 1.82.001 1-.705 1.82-1.6 1.82m5.91 0c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.893 0 1.614.82 1.599 1.82 0 1-.706 1.82-1.6 1.82"/>
|
||||
</symbol>
|
||||
<symbol id="documentation-icon" viewBox="0 0 21 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="m15.5 13.333 1.533 1.322c.645.555.967.833.967 1.178s-.322.623-.967 1.179L15.5 18.333m-3.333-5-1.534 1.322c-.644.555-.966.833-.966 1.178s.322.623.966 1.179l1.534 1.321"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M17.167 10.836v-4.32c0-1.41 0-2.117-.224-2.68-.359-.906-1.118-1.621-2.08-1.96-.599-.21-1.349-.21-2.848-.21-2.623 0-3.935 0-4.983.369-1.684.591-3.013 1.842-3.641 3.428C3 6.449 3 7.684 3 10.154v2.122c0 2.558 0 3.838.706 4.726q.306.383.713.671c.76.536 1.79.64 3.581.66"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M3 10a2.78 2.78 0 0 1 2.778-2.778c.555 0 1.209.097 1.748-.047.48-.129.854-.503.982-.982.145-.54.048-1.194.048-1.749a2.78 2.78 0 0 1 2.777-2.777"/>
|
||||
</symbol>
|
||||
<symbol id="github-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M9.356 1.85C5.05 1.85 1.57 5.356 1.57 9.694a7.84 7.84 0 0 0 5.324 7.44c.387.079.528-.168.528-.376 0-.182-.013-.805-.013-1.454-2.165.467-2.616-.935-2.616-.935-.349-.91-.864-1.143-.864-1.143-.71-.48.051-.48.051-.48.787.051 1.2.805 1.2.805.695 1.194 1.817.857 2.268.649.064-.507.27-.857.49-1.052-1.728-.182-3.545-.857-3.545-3.87 0-.857.31-1.558.8-2.104-.078-.195-.349-1 .077-2.078 0 0 .657-.208 2.14.805a7.5 7.5 0 0 1 1.946-.26c.657 0 1.328.092 1.946.26 1.483-1.013 2.14-.805 2.14-.805.426 1.078.155 1.883.078 2.078.502.546.799 1.247.799 2.104 0 3.013-1.818 3.675-3.558 3.87.284.247.528.714.528 1.454 0 1.052-.012 1.896-.012 2.156 0 .208.142.455.528.377a7.84 7.84 0 0 0 5.324-7.441c.013-4.338-3.48-7.844-7.773-7.844" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
<symbol id="social-icon" viewBox="0 0 20 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M12.5 6.667a4.167 4.167 0 1 0-8.334 0 4.167 4.167 0 0 0 8.334 0"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M2.5 16.667a5.833 5.833 0 0 1 8.75-5.053m3.837.474.513 1.035c.07.144.257.282.414.309l.93.155c.596.1.736.536.307.965l-.723.73a.64.64 0 0 0-.152.531l.207.903c.164.715-.213.991-.84.618l-.872-.52a.63.63 0 0 0-.577 0l-.872.52c-.624.373-1.003.094-.84-.618l.207-.903a.64.64 0 0 0-.152-.532l-.723-.729c-.426-.43-.289-.864.306-.964l.93-.156a.64.64 0 0 0 .412-.31l.513-1.034c.28-.562.735-.562 1.012 0"/>
|
||||
</symbol>
|
||||
<symbol id="x-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M1.893 1.98c.052.072 1.245 1.769 2.653 3.77l2.892 4.114c.183.261.333.48.333.486s-.068.089-.152.183l-.522.593-.765.867-3.597 4.087c-.375.426-.734.834-.798.905a1 1 0 0 0-.118.148c0 .01.236.017.664.017h.663l.729-.83c.4-.457.796-.906.879-.999a692 692 0 0 0 1.794-2.038c.034-.037.301-.34.594-.675l.551-.624.345-.392a7 7 0 0 1 .34-.374c.006 0 .93 1.306 2.052 2.903l2.084 2.965.045.063h2.275c1.87 0 2.273-.003 2.266-.021-.008-.02-1.098-1.572-3.894-5.547-2.013-2.862-2.28-3.246-2.273-3.266.008-.019.282-.332 2.085-2.38l2-2.274 1.567-1.782c.022-.028-.016-.03-.65-.03h-.674l-.3.342a871 871 0 0 1-1.782 2.025c-.067.075-.405.458-.75.852a100 100 0 0 1-.803.91c-.148.172-.299.344-.99 1.127-.304.343-.32.358-.345.327-.015-.019-.904-1.282-1.976-2.808L6.365 1.85H1.8zm1.782.91 8.078 11.294c.772 1.08 1.413 1.973 1.425 1.984.016.017.241.02 1.05.017l1.03-.004-2.694-3.766L7.796 5.75 5.722 2.852l-1.039-.004-1.039-.004z" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 4.9 KiB |
@@ -0,0 +1,62 @@
|
||||
import './App.css';
|
||||
import { AuthScreen } from './features/auth/components/AuthScreen';
|
||||
import { NewGameScreen } from './features/auth/components/NewGameScreen';
|
||||
import { GameHud } from './features/game/components/GameHud';
|
||||
import { LoadingScreen } from './features/shared/components/LoadingScreen';
|
||||
import { useGameSession } from './features/session/useGameSession';
|
||||
|
||||
function App() {
|
||||
const session = useGameSession();
|
||||
|
||||
if (session.isCheckingSession) {
|
||||
return <LoadingScreen label="检查会话中…" />;
|
||||
}
|
||||
|
||||
if (!session.user) {
|
||||
return (
|
||||
<AuthScreen
|
||||
authError={session.authError}
|
||||
authForm={session.authForm}
|
||||
authMode={session.authMode}
|
||||
busy={session.isWorking}
|
||||
onChange={session.handleAuthChange}
|
||||
onModeChange={session.handleAuthModeChange}
|
||||
onSubmit={session.submitAuth}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
if (session.isSyncingGame) {
|
||||
return <LoadingScreen label="同步云端进度中…" />;
|
||||
}
|
||||
|
||||
if (!session.hasSave || !session.view) {
|
||||
return (
|
||||
<NewGameScreen
|
||||
busy={session.createGameMutation.isPending}
|
||||
gameError={session.gameError}
|
||||
playerName={session.newGameName}
|
||||
user={session.user}
|
||||
onLogout={session.logout}
|
||||
onPlayerNameChange={session.setNewGameName}
|
||||
onStart={() => session.startNewGame()}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<GameHud
|
||||
accountName={session.user.username}
|
||||
gameError={session.gameError}
|
||||
isRestarting={session.createGameMutation.isPending}
|
||||
isWorking={session.isWorking}
|
||||
logoutPending={session.logoutPending}
|
||||
onLogout={session.logout}
|
||||
onRestart={session.startNewGame}
|
||||
onSendAction={session.sendAction}
|
||||
view={session.view}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
export default App;
|
||||
@@ -0,0 +1,66 @@
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
|
||||
export interface AuthUser {
|
||||
id: string;
|
||||
email: string;
|
||||
username: string;
|
||||
}
|
||||
|
||||
interface ApiErrorResponse {
|
||||
error?: {
|
||||
code?: string;
|
||||
message?: string;
|
||||
};
|
||||
}
|
||||
|
||||
const apiFetch = async <T>(path: string, init?: RequestInit): Promise<T> => {
|
||||
const response = await fetch(path, {
|
||||
credentials: 'include',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
...(init?.headers ?? {}),
|
||||
},
|
||||
...init,
|
||||
});
|
||||
|
||||
if (!response.ok) {
|
||||
const payload = (await response.json().catch(() => null)) as ApiErrorResponse | null;
|
||||
throw new Error(payload?.error?.message ?? 'Request failed.');
|
||||
}
|
||||
|
||||
return (await response.json()) as T;
|
||||
};
|
||||
|
||||
export const getMe = () => apiFetch<{ user: AuthUser | null }>('/api/auth/me');
|
||||
|
||||
export const login = (payload: { identifier: string; password: string }) =>
|
||||
apiFetch<{ user: AuthUser }>('/api/auth/login', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(payload),
|
||||
});
|
||||
|
||||
export const register = (payload: { email: string; username: string; password: string }) =>
|
||||
apiFetch<{ user: AuthUser }>('/api/auth/register', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(payload),
|
||||
});
|
||||
|
||||
export const logout = () =>
|
||||
apiFetch<{ ok: true }>('/api/auth/logout', {
|
||||
method: 'POST',
|
||||
});
|
||||
|
||||
export const getGameState = () =>
|
||||
apiFetch<{ hasSave: boolean; view: GameView | null }>('/api/game/state');
|
||||
|
||||
export const createGame = (payload: { playerName: string }) =>
|
||||
apiFetch<{ view: GameView }>('/api/game/new', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(payload),
|
||||
});
|
||||
|
||||
export const applyGameAction = (payload: GameAction) =>
|
||||
apiFetch<{ view: GameView }>('/api/game/action', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(payload),
|
||||
});
|
||||
|
After Width: | Height: | Size: 13 KiB |
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="35.93" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 228"><path fill="#00D8FF" d="M210.483 73.824a171.49 171.49 0 0 0-8.24-2.597c.465-1.9.893-3.777 1.273-5.621c6.238-30.281 2.16-54.676-11.769-62.708c-13.355-7.7-35.196.329-57.254 19.526a171.23 171.23 0 0 0-6.375 5.848a155.866 155.866 0 0 0-4.241-3.917C100.759 3.829 77.587-4.822 63.673 3.233C50.33 10.957 46.379 33.89 51.995 62.588a170.974 170.974 0 0 0 1.892 8.48c-3.28.932-6.445 1.924-9.474 2.98C17.309 83.498 0 98.307 0 113.668c0 15.865 18.582 31.778 46.812 41.427a145.52 145.52 0 0 0 6.921 2.165a167.467 167.467 0 0 0-2.01 9.138c-5.354 28.2-1.173 50.591 12.134 58.266c13.744 7.926 36.812-.22 59.273-19.855a145.567 145.567 0 0 0 5.342-4.923a168.064 168.064 0 0 0 6.92 6.314c21.758 18.722 43.246 26.282 56.54 18.586c13.731-7.949 18.194-32.003 12.4-61.268a145.016 145.016 0 0 0-1.535-6.842c1.62-.48 3.21-.974 4.76-1.488c29.348-9.723 48.443-25.443 48.443-41.52c0-15.417-17.868-30.326-45.517-39.844Zm-6.365 70.984c-1.4.463-2.836.91-4.3 1.345c-3.24-10.257-7.612-21.163-12.963-32.432c5.106-11 9.31-21.767 12.459-31.957c2.619.758 5.16 1.557 7.61 2.4c23.69 8.156 38.14 20.213 38.14 29.504c0 9.896-15.606 22.743-40.946 31.14Zm-10.514 20.834c2.562 12.94 2.927 24.64 1.23 33.787c-1.524 8.219-4.59 13.698-8.382 15.893c-8.067 4.67-25.32-1.4-43.927-17.412a156.726 156.726 0 0 1-6.437-5.87c7.214-7.889 14.423-17.06 21.459-27.246c12.376-1.098 24.068-2.894 34.671-5.345a134.17 134.17 0 0 1 1.386 6.193ZM87.276 214.515c-7.882 2.783-14.16 2.863-17.955.675c-8.075-4.657-11.432-22.636-6.853-46.752a156.923 156.923 0 0 1 1.869-8.499c10.486 2.32 22.093 3.988 34.498 4.994c7.084 9.967 14.501 19.128 21.976 27.15a134.668 134.668 0 0 1-4.877 4.492c-9.933 8.682-19.886 14.842-28.658 17.94ZM50.35 144.747c-12.483-4.267-22.792-9.812-29.858-15.863c-6.35-5.437-9.555-10.836-9.555-15.216c0-9.322 13.897-21.212 37.076-29.293c2.813-.98 5.757-1.905 8.812-2.773c3.204 10.42 7.406 21.315 12.477 32.332c-5.137 11.18-9.399 22.249-12.634 32.792a134.718 134.718 0 0 1-6.318-1.979Zm12.378-84.26c-4.811-24.587-1.616-43.134 6.425-47.789c8.564-4.958 27.502 2.111 47.463 19.835a144.318 144.318 0 0 1 3.841 3.545c-7.438 7.987-14.787 17.08-21.808 26.988c-12.04 1.116-23.565 2.908-34.161 5.309a160.342 160.342 0 0 1-1.76-7.887Zm110.427 27.268a347.8 347.8 0 0 0-7.785-12.803c8.168 1.033 15.994 2.404 23.343 4.08c-2.206 7.072-4.956 14.465-8.193 22.045a381.151 381.151 0 0 0-7.365-13.322Zm-45.032-43.861c5.044 5.465 10.096 11.566 15.065 18.186a322.04 322.04 0 0 0-30.257-.006c4.974-6.559 10.069-12.652 15.192-18.18ZM82.802 87.83a323.167 323.167 0 0 0-7.227 13.238c-3.184-7.553-5.909-14.98-8.134-22.152c7.304-1.634 15.093-2.97 23.209-3.984a321.524 321.524 0 0 0-7.848 12.897Zm8.081 65.352c-8.385-.936-16.291-2.203-23.593-3.793c2.26-7.3 5.045-14.885 8.298-22.6a321.187 321.187 0 0 0 7.257 13.246c2.594 4.48 5.28 8.868 8.038 13.147Zm37.542 31.03c-5.184-5.592-10.354-11.779-15.403-18.433c4.902.192 9.899.29 14.978.29c5.218 0 10.376-.117 15.453-.343c-4.985 6.774-10.018 12.97-15.028 18.486Zm52.198-57.817c3.422 7.8 6.306 15.345 8.596 22.52c-7.422 1.694-15.436 3.058-23.88 4.071a382.417 382.417 0 0 0 7.859-13.026a347.403 347.403 0 0 0 7.425-13.565Zm-16.898 8.101a358.557 358.557 0 0 1-12.281 19.815a329.4 329.4 0 0 1-23.444.823c-7.967 0-15.716-.248-23.178-.732a310.202 310.202 0 0 1-12.513-19.846h.001a307.41 307.41 0 0 1-10.923-20.627a310.278 310.278 0 0 1 10.89-20.637l-.001.001a307.318 307.318 0 0 1 12.413-19.761c7.613-.576 15.42-.876 23.31-.876H128c7.926 0 15.743.303 23.354.883a329.357 329.357 0 0 1 12.335 19.695a358.489 358.489 0 0 1 11.036 20.54a329.472 329.472 0 0 1-11 20.722Zm22.56-122.124c8.572 4.944 11.906 24.881 6.52 51.026c-.344 1.668-.73 3.367-1.15 5.09c-10.622-2.452-22.155-4.275-34.23-5.408c-7.034-10.017-14.323-19.124-21.64-27.008a160.789 160.789 0 0 1 5.888-5.4c18.9-16.447 36.564-22.941 44.612-18.3ZM128 90.808c12.625 0 22.86 10.235 22.86 22.86s-10.235 22.86-22.86 22.86s-22.86-10.235-22.86-22.86s10.235-22.86 22.86-22.86Z"></path></svg>
|
||||
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 8.5 KiB |
@@ -0,0 +1,87 @@
|
||||
import type { AuthFormState, AuthMode } from '../../session/useGameSession';
|
||||
import { getPlaceHeroStyle } from '../../game/uiAssets';
|
||||
|
||||
export function AuthScreen({
|
||||
authMode,
|
||||
authForm,
|
||||
authError,
|
||||
busy,
|
||||
onChange,
|
||||
onModeChange,
|
||||
onSubmit,
|
||||
}: {
|
||||
authMode: AuthMode;
|
||||
authForm: AuthFormState;
|
||||
authError: string | null;
|
||||
busy: boolean;
|
||||
onChange: (patch: Partial<AuthFormState>) => void;
|
||||
onModeChange: (mode: AuthMode) => void;
|
||||
onSubmit: () => void;
|
||||
}) {
|
||||
return (
|
||||
<div className="auth-shell">
|
||||
<section className="auth-hero" style={getPlaceHeroStyle('home')}>
|
||||
<div className="auth-hero-copy">
|
||||
<p className="eyebrow">Wasteland Access Node</p>
|
||||
<h1>接入云端避难所网络。</h1>
|
||||
<p>
|
||||
这不是展示页,而是在线生存终端。登录后,你的移动、搜刮、战斗和任务推进都会交给服务端落库,并在下次接入时继续沿用同一份进度。
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="auth-panel">
|
||||
<div className="tab-row">
|
||||
<button className={authMode === 'login' ? 'active' : ''} onClick={() => onModeChange('login')}>
|
||||
登录
|
||||
</button>
|
||||
<button
|
||||
className={authMode === 'register' ? 'active' : ''}
|
||||
onClick={() => onModeChange('register')}
|
||||
>
|
||||
注册
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{authMode === 'register' ? (
|
||||
<>
|
||||
<label>
|
||||
邮箱
|
||||
<input value={authForm.email} onChange={(event) => onChange({ email: event.target.value })} />
|
||||
</label>
|
||||
<label>
|
||||
用户名
|
||||
<input
|
||||
value={authForm.username}
|
||||
onChange={(event) => onChange({ username: event.target.value })}
|
||||
/>
|
||||
</label>
|
||||
</>
|
||||
) : (
|
||||
<label>
|
||||
邮箱或用户名
|
||||
<input
|
||||
value={authForm.identifier}
|
||||
onChange={(event) => onChange({ identifier: event.target.value })}
|
||||
/>
|
||||
</label>
|
||||
)}
|
||||
|
||||
<label>
|
||||
密码
|
||||
<input
|
||||
type="password"
|
||||
value={authForm.password}
|
||||
onChange={(event) => onChange({ password: event.target.value })}
|
||||
/>
|
||||
</label>
|
||||
|
||||
{authError ? <p className="error-copy">{authError}</p> : null}
|
||||
|
||||
<button className="primary-button" onClick={onSubmit} disabled={busy}>
|
||||
{busy ? '接入中…' : authMode === 'register' ? '注册身份' : '进入终端'}
|
||||
</button>
|
||||
</section>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
import type { AuthUser } from '../../../api';
|
||||
import { getPlaceHeroStyle } from '../../game/uiAssets';
|
||||
|
||||
export function NewGameScreen({
|
||||
user,
|
||||
playerName,
|
||||
busy,
|
||||
gameError,
|
||||
onPlayerNameChange,
|
||||
onStart,
|
||||
onLogout,
|
||||
}: {
|
||||
user: AuthUser;
|
||||
playerName: string;
|
||||
busy: boolean;
|
||||
gameError: string | null;
|
||||
onPlayerNameChange: (value: string) => void;
|
||||
onStart: () => void;
|
||||
onLogout: () => void;
|
||||
}) {
|
||||
return (
|
||||
<div className="new-game-shell">
|
||||
<section className="new-game-card" style={getPlaceHeroStyle('vault_gate')}>
|
||||
<div className="new-game-overlay" />
|
||||
<div className="new-game-copy">
|
||||
<p className="eyebrow">Cloud Save Channel Ready</p>
|
||||
<h1>{user.username},登记你的幸存者呼号。</h1>
|
||||
<p>
|
||||
下一步会建立主存档,并从避难点开始你的正式在线进度。之后每一次行动都会写入数据库,而不是只停留在本地页面里。
|
||||
</p>
|
||||
<label>
|
||||
幸存者代号
|
||||
<input value={playerName} onChange={(event) => onPlayerNameChange(event.target.value)} />
|
||||
</label>
|
||||
{gameError ? <p className="error-copy">{gameError}</p> : null}
|
||||
<div className="new-game-actions">
|
||||
<button className="primary-button" onClick={onStart} disabled={busy}>
|
||||
{busy ? '正在建档…' : '建立主存档'}
|
||||
</button>
|
||||
<button className="secondary-button" onClick={onLogout}>
|
||||
切换账号
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
export function AssetThumb({
|
||||
src,
|
||||
label,
|
||||
className = '',
|
||||
}: {
|
||||
src?: string;
|
||||
label: string;
|
||||
className?: string;
|
||||
}) {
|
||||
return (
|
||||
<figure className={`asset-thumb ${className}`.trim()}>
|
||||
{src ? <img src={src} alt={label} loading="lazy" /> : <span>{label.slice(0, 2).toUpperCase()}</span>}
|
||||
</figure>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
import type { OverlayPanel } from '../types';
|
||||
import type { GameView } from '@tinywaste/game-core';
|
||||
import { getActiveQuestCount, getSupplyCounts } from '../hudModel';
|
||||
|
||||
export function BottomDock({
|
||||
activePanel,
|
||||
onOpenPanel,
|
||||
view,
|
||||
}: {
|
||||
activePanel: OverlayPanel | null;
|
||||
onOpenPanel: (panel: OverlayPanel) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const supplyCounts = getSupplyCounts(view);
|
||||
const activeQuestCount = getActiveQuestCount(view);
|
||||
|
||||
return (
|
||||
<footer className="command-dock">
|
||||
<div className="operator-card">
|
||||
<div className="operator-emblem">{view.player.name.slice(0, 1)}</div>
|
||||
<div className="operator-copy">
|
||||
<span>ACTIVE SURVIVOR</span>
|
||||
<strong>{view.player.name}</strong>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="dock-nav-groups">
|
||||
<div className="dock-tabs">
|
||||
<button className="dock-tab active">Shelter</button>
|
||||
<button
|
||||
className={`dock-tab ${activePanel === 'blueprints' ? 'active' : ''}`}
|
||||
onClick={() => onOpenPanel('blueprints')}
|
||||
>
|
||||
Crafting
|
||||
</button>
|
||||
<button
|
||||
className={`dock-tab ${activePanel === 'logs' ? 'active' : ''}`}
|
||||
onClick={() => onOpenPanel('logs')}
|
||||
>
|
||||
Logs
|
||||
</button>
|
||||
<button
|
||||
className={`dock-tab ${activePanel === 'inventory' ? 'active' : ''}`}
|
||||
onClick={() => onOpenPanel('inventory')}
|
||||
>
|
||||
Inventory
|
||||
</button>
|
||||
<button
|
||||
className={`dock-tab ${activePanel === 'missions' ? 'active' : ''}`}
|
||||
onClick={() => onOpenPanel('missions')}
|
||||
>
|
||||
Missions
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div className="dock-metrics">
|
||||
<span>水 {supplyCounts.water}</span>
|
||||
<span>食物 {supplyCounts.food}</span>
|
||||
<span>药品 {supplyCounts.medicine}</span>
|
||||
<span>材料 {supplyCounts.material}</span>
|
||||
<span>任务 {activeQuestCount}</span>
|
||||
</div>
|
||||
</div>
|
||||
</footer>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,197 @@
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import { getObjectiveRows } from '../hudModel';
|
||||
import { getPlaceHeroStyle } from '../uiAssets';
|
||||
import type { OverlayPanel } from '../types';
|
||||
import { EmptyState } from './EmptyState';
|
||||
import { PanelHeader } from '../../shared/components/PanelHeader';
|
||||
|
||||
function ObjectivePanel({ view }: { view: GameView }) {
|
||||
const objectives = getObjectiveRows(view);
|
||||
|
||||
return (
|
||||
<section className="subpanel objective-panel">
|
||||
<PanelHeader title="Current Objectives" subtitle="主线与支线推进聚合显示" compact />
|
||||
<div className="objective-list">
|
||||
{objectives.length ? (
|
||||
objectives.map((objective) => (
|
||||
<article key={objective.id} className={`objective-card ${objective.done ? 'done' : ''}`}>
|
||||
<div>
|
||||
<strong>{objective.title}</strong>
|
||||
<p>{objective.detail}</p>
|
||||
</div>
|
||||
<span>{objective.progress}</span>
|
||||
</article>
|
||||
))
|
||||
) : (
|
||||
<EmptyState text="当前没有活动目标,继续探索可以解锁新线索。" />
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
);
|
||||
}
|
||||
|
||||
function LogPanel({ view }: { view: GameView }) {
|
||||
return (
|
||||
<section className="subpanel log-panel">
|
||||
<PanelHeader title="Live Log" subtitle="只滚动日志层,不推动页面滚动" compact />
|
||||
<div className="log-list">
|
||||
{view.logs.map((entry) => (
|
||||
<article key={entry.id} className={`log-entry tone-${entry.tone}`}>
|
||||
<span>{entry.minute}m</span>
|
||||
<p>{entry.message}</p>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
);
|
||||
}
|
||||
|
||||
export function CommandCenter({
|
||||
gameError,
|
||||
isWorking,
|
||||
onOpenPanel,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
gameError: string | null;
|
||||
isWorking: boolean;
|
||||
onOpenPanel: (panel: OverlayPanel) => void;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const utilityCards = [
|
||||
{
|
||||
id: 'utility-rest',
|
||||
name: '短休 30m',
|
||||
kind: 'system',
|
||||
desc: '不离开当前扇区,快速回收一段精力窗口。',
|
||||
meta: ['30 分钟', '恢复向', '低风险'],
|
||||
onClick: () => onSendAction({ type: 'rest', minutes: 30 }),
|
||||
},
|
||||
{
|
||||
id: 'utility-blueprints',
|
||||
name: '打开蓝图栈',
|
||||
kind: 'system',
|
||||
desc: '在独立系统面板中检查配方、缺口与制作链。',
|
||||
meta: ['模式切换', '制作', '即时'],
|
||||
onClick: () => onOpenPanel('blueprints'),
|
||||
},
|
||||
{
|
||||
id: 'utility-logs',
|
||||
name: '复盘日志',
|
||||
kind: 'system',
|
||||
desc: '在独立日志面板中回放最近行动、事件与消耗。',
|
||||
meta: ['模式切换', '日志', '回放'],
|
||||
onClick: () => onOpenPanel('logs'),
|
||||
},
|
||||
];
|
||||
|
||||
return (
|
||||
<section className="panel panel-command">
|
||||
<div className="viewport-stage" style={getPlaceHeroStyle(view.place.id)}>
|
||||
<div className="viewport-copy">
|
||||
<p className="eyebrow">Live Visual Feed</p>
|
||||
<h2>{view.header.placeName}</h2>
|
||||
<p>{view.header.placeDesc}</p>
|
||||
</div>
|
||||
<div className="viewport-flags">
|
||||
<span>{view.pendingEvent ? '事件待处理' : '无待定事件'}</span>
|
||||
<span>{view.combat ? `战斗回合 ${view.combat.round}` : `行动 ${view.place.actions.length}`}</span>
|
||||
<span>{view.place.tradeOffers.length ? `可交易 ${view.place.tradeOffers.length}` : '无交易站'}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{gameError ? <p className="error-copy command-error">{gameError}</p> : null}
|
||||
|
||||
<div className="command-surface">
|
||||
<div className="command-tabs command-tabs-static">
|
||||
<button className="active">Actions</button>
|
||||
<button onClick={() => onOpenPanel('logs')}>Logs</button>
|
||||
<button onClick={() => onOpenPanel('blueprints')}>Blueprints</button>
|
||||
</div>
|
||||
|
||||
<div className="command-stage">
|
||||
<section className="subpanel stage-main">
|
||||
<PanelHeader title="Action Matrix" subtitle="服务端即时结算扇区行为" compact />
|
||||
<div className="action-grid">
|
||||
{view.place.actions.map((action) => (
|
||||
<button
|
||||
key={action.id}
|
||||
className="action-card"
|
||||
disabled={Boolean(action.disabledReason) || isWorking}
|
||||
onClick={() => onSendAction({ type: 'perform-action', actionId: action.id })}
|
||||
>
|
||||
<div className="action-card-top">
|
||||
<strong>{action.name}</strong>
|
||||
<span className="action-kind">{action.kind}</span>
|
||||
</div>
|
||||
<p>{action.desc}</p>
|
||||
<div className="action-card-meta">
|
||||
<span>{action.timeCostMin} 分钟</span>
|
||||
<span>精力 -{action.energyCost}</span>
|
||||
<span>风险 {Math.round(action.risk * 100)}%</span>
|
||||
</div>
|
||||
{action.remainingStock !== null && action.remainingStock !== undefined ? (
|
||||
<small>当前存量:{action.remainingStock}</small>
|
||||
) : null}
|
||||
{action.disabledReason ? <em>{action.disabledReason}</em> : <small>{action.rewardHint}</small>}
|
||||
</button>
|
||||
))}
|
||||
{utilityCards.map((card) => (
|
||||
<button key={card.id} className="action-card utility" disabled={isWorking} onClick={card.onClick}>
|
||||
<div className="action-card-top">
|
||||
<strong>{card.name}</strong>
|
||||
<span className="action-kind">{card.kind}</span>
|
||||
</div>
|
||||
<p>{card.desc}</p>
|
||||
<div className="action-card-meta">
|
||||
{card.meta.map((entry) => (
|
||||
<span key={entry}>{entry}</span>
|
||||
))}
|
||||
</div>
|
||||
<small>系统级快捷行为</small>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<div className="trade-block">
|
||||
<PanelHeader title="Trade Terminal" subtitle="当前地点的即时物资交换" compact />
|
||||
{view.place.tradeOffers.length ? (
|
||||
<div className="trade-list compact">
|
||||
{view.place.tradeOffers.map((offer) => (
|
||||
<button
|
||||
key={offer.id}
|
||||
className="trade-card"
|
||||
disabled={!offer.available || isWorking}
|
||||
onClick={() => onSendAction({ type: 'trade', offerId: offer.id })}
|
||||
>
|
||||
<strong>{offer.name}</strong>
|
||||
<p>{offer.desc}</p>
|
||||
<small>
|
||||
支付:
|
||||
{offer.costs
|
||||
.map((entry) => `${entry.name} x${entry.count} (持有 ${entry.owned})`)
|
||||
.join(' · ')}
|
||||
</small>
|
||||
<small>
|
||||
获得:{offer.gives.map((entry) => `${entry.name} x${entry.count}`).join(' · ')}
|
||||
</small>
|
||||
{offer.disabledReason ? <em>{offer.disabledReason}</em> : null}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
) : (
|
||||
<EmptyState text="当前扇区没有交易站点。" />
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="command-side-column">
|
||||
<ObjectivePanel view={view} />
|
||||
<LogPanel view={view} />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export function EmptyState({ text }: { text: string }) {
|
||||
return <div className="empty-state">{text}</div>;
|
||||
}
|
||||
@@ -0,0 +1,141 @@
|
||||
import { useState } from 'react';
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import { BottomDock } from './BottomDock';
|
||||
import { CommandCenter } from './CommandCenter';
|
||||
import { LoadoutPanel } from './LoadoutPanel';
|
||||
import { RoutePanel } from './RoutePanel';
|
||||
import { TopHud } from './TopHud';
|
||||
import { SystemOverlay } from './SystemOverlay';
|
||||
import { ModalShell } from '../../shared/components/ModalShell';
|
||||
import type { OverlayPanel } from '../types';
|
||||
|
||||
export function GameHud({
|
||||
accountName,
|
||||
gameError,
|
||||
isRestarting,
|
||||
isWorking,
|
||||
logoutPending,
|
||||
onLogout,
|
||||
onRestart,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
accountName: string;
|
||||
gameError: string | null;
|
||||
isRestarting: boolean;
|
||||
isWorking: boolean;
|
||||
logoutPending: boolean;
|
||||
onLogout: () => void;
|
||||
onRestart: (playerName?: string) => void;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const [activePanel, setActivePanel] = useState<OverlayPanel | null>(null);
|
||||
|
||||
return (
|
||||
<div className="app-shell">
|
||||
<TopHud accountName={accountName} logoutPending={logoutPending} onLogout={onLogout} view={view} />
|
||||
|
||||
<main className="game-grid">
|
||||
<RoutePanel isWorking={isWorking} onSendAction={onSendAction} view={view} />
|
||||
<CommandCenter
|
||||
gameError={gameError}
|
||||
isWorking={isWorking}
|
||||
onOpenPanel={setActivePanel}
|
||||
onSendAction={onSendAction}
|
||||
view={view}
|
||||
/>
|
||||
<LoadoutPanel isWorking={isWorking} onOpenPanel={setActivePanel} onSendAction={onSendAction} view={view} />
|
||||
</main>
|
||||
|
||||
<BottomDock activePanel={activePanel} onOpenPanel={setActivePanel} view={view} />
|
||||
|
||||
<SystemOverlay
|
||||
isWorking={isWorking}
|
||||
onClose={() => setActivePanel(null)}
|
||||
onSendAction={onSendAction}
|
||||
panel={activePanel}
|
||||
view={view}
|
||||
/>
|
||||
|
||||
{view.pendingEvent ? (
|
||||
<ModalShell title={view.pendingEvent.title} subtitle="事件抉择">
|
||||
<p className="modal-copy">{view.pendingEvent.text}</p>
|
||||
<div className="modal-option-list">
|
||||
{view.pendingEvent.options.map((option) => (
|
||||
<button
|
||||
key={option.id}
|
||||
className="modal-option"
|
||||
disabled={Boolean(option.disabledReason) || isWorking}
|
||||
onClick={() => onSendAction({ type: 'select-event-option', optionId: option.id })}
|
||||
>
|
||||
<strong>{option.text}</strong>
|
||||
{option.disabledReason ? <span>{option.disabledReason}</span> : null}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</ModalShell>
|
||||
) : null}
|
||||
|
||||
{view.combat ? (
|
||||
<ModalShell
|
||||
title={`遭遇 ${view.combat.enemyName}`}
|
||||
subtitle={`回合 ${view.combat.round} · 距离 ${view.combat.distance}`}
|
||||
>
|
||||
<div className="combat-shell">
|
||||
<div className="combat-health">
|
||||
<span>敌方生命</span>
|
||||
<strong>
|
||||
{view.combat.enemyLife}/{view.combat.enemyMaxLife}
|
||||
</strong>
|
||||
</div>
|
||||
<div className="combat-log">
|
||||
{view.combat.log.map((line, index) => (
|
||||
<p key={`${line.round}-${index}`}>
|
||||
R{line.round} · {line.message}
|
||||
</p>
|
||||
))}
|
||||
</div>
|
||||
<div className="combat-actions">
|
||||
{view.combat.availableMoves.map((entry) => (
|
||||
<button
|
||||
key={entry.label}
|
||||
className="combat-button"
|
||||
disabled={isWorking}
|
||||
onClick={() =>
|
||||
onSendAction({
|
||||
type: 'combat',
|
||||
move: entry.move as 'attack' | 'defend' | 'advance' | 'retreat' | 'escape',
|
||||
})
|
||||
}
|
||||
>
|
||||
{entry.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
</ModalShell>
|
||||
) : null}
|
||||
|
||||
{view.gameOver || view.victory ? (
|
||||
<ModalShell
|
||||
title={view.victory ? '避难所大门开始转动' : '这次没能撑过去'}
|
||||
subtitle={view.victory ? 'MVP 进度已打通' : view.deathReason ?? '失败'}
|
||||
>
|
||||
<p className="modal-copy">
|
||||
{view.victory
|
||||
? '你已经完成了当前在线版本的主线闭环,接下来可以继续扩内容,也可以直接重开试另一条路线。'
|
||||
: '这个存档已经进入失败状态,你可以直接重开一个新的幸存者。'}
|
||||
</p>
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={isRestarting}
|
||||
onClick={() => onRestart(`${view.player.name} II`)}
|
||||
>
|
||||
重开一局
|
||||
</button>
|
||||
</ModalShell>
|
||||
) : null}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,158 @@
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import { useMemo } from 'react';
|
||||
import { CHARACTER_PREVIEW_ART, getItemArt } from '../uiAssets';
|
||||
import { getAttributeRows, getLoadoutEntries, getStatusEffects, getVisibleInventory } from '../hudModel';
|
||||
import type { OverlayPanel } from '../types';
|
||||
import { AssetThumb } from './AssetThumb';
|
||||
import { PanelHeader } from '../../shared/components/PanelHeader';
|
||||
|
||||
export function LoadoutPanel({
|
||||
isWorking,
|
||||
onOpenPanel,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
isWorking: boolean;
|
||||
onOpenPanel: (panel: OverlayPanel) => void;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const loadoutEntries = useMemo(() => getLoadoutEntries(view), [view]);
|
||||
const attributeRows = useMemo(() => getAttributeRows(view), [view]);
|
||||
const statusEffects = useMemo(() => getStatusEffects(view), [view]);
|
||||
const quickSlots = useMemo(() => getVisibleInventory(view), [view]);
|
||||
|
||||
return (
|
||||
<section className="panel panel-loadout">
|
||||
<div className="panel-tabs">
|
||||
<button className="active">Character</button>
|
||||
<button onClick={() => onOpenPanel('inventory')}>Inventory</button>
|
||||
<button onClick={() => onOpenPanel('missions')}>Missions</button>
|
||||
</div>
|
||||
|
||||
<div className="loadout-scroll">
|
||||
<PanelHeader
|
||||
title="Character Matrix"
|
||||
subtitle={`${view.player.name} · 容量 ${view.player.inventoryUsage}/${view.player.inventoryCapacity}`}
|
||||
/>
|
||||
|
||||
<div className="loadout-matrix">
|
||||
<div className="slot-column">
|
||||
{loadoutEntries.left.map((entry) => (
|
||||
<article key={entry.id} className={`loadout-slot ${entry.isEquipped ? 'equipped' : ''}`}>
|
||||
<AssetThumb src={entry.art} label={entry.title} className="slot-thumb" />
|
||||
<div className="slot-copy">
|
||||
<span>{entry.label}</span>
|
||||
<strong>{entry.title}</strong>
|
||||
<small>{entry.subtitle}</small>
|
||||
</div>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<div className="character-figure">
|
||||
<img src={CHARACTER_PREVIEW_ART} alt="幸存者角色立绘" />
|
||||
<div className="character-figure-overlay">
|
||||
<span>ACTIVE SURVIVOR</span>
|
||||
<strong>{view.player.name}</strong>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="slot-column">
|
||||
{loadoutEntries.right.map((entry) => (
|
||||
<article key={entry.id} className={`loadout-slot ${entry.isEquipped ? 'equipped' : ''}`}>
|
||||
<AssetThumb src={entry.art} label={entry.title} className="slot-thumb" />
|
||||
<div className="slot-copy">
|
||||
<span>{entry.label}</span>
|
||||
<strong>{entry.title}</strong>
|
||||
<small>{entry.subtitle}</small>
|
||||
</div>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="character-meta-grid">
|
||||
<section className="subpanel attribute-panel">
|
||||
<PanelHeader title="Attributes" subtitle="当前成长属性直接来自在线存档" compact />
|
||||
<div className="attribute-grid">
|
||||
{attributeRows.map((entry) => (
|
||||
<article key={entry.label} className="attribute-card">
|
||||
<span>{entry.label}</span>
|
||||
<strong>{entry.value}</strong>
|
||||
<small>{entry.name}</small>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="subpanel effects-panel">
|
||||
<PanelHeader title="Status Effects" subtitle="从生存状态阈值导出的风险反馈" compact />
|
||||
<div className="effects-grid">
|
||||
{statusEffects.map((effect) => (
|
||||
<article key={effect.id} className={`effect-card tone-${effect.tone}`}>
|
||||
<strong>{effect.label}</strong>
|
||||
<p>{effect.detail}</p>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<section className="subpanel quick-slot-panel">
|
||||
<PanelHeader title="Quick Slots" subtitle="高频补给和工具直接图像化呈现" compact />
|
||||
<div className="quick-slot-grid">
|
||||
{quickSlots.map((item) => (
|
||||
<article key={`quick-${item.itemId}`} className="quick-slot">
|
||||
<AssetThumb src={getItemArt(item.itemId, item.type)} label={item.name} />
|
||||
<div className="quick-slot-copy">
|
||||
<strong>{item.name}</strong>
|
||||
<span>x{item.count}</span>
|
||||
</div>
|
||||
</article>
|
||||
))}
|
||||
{Array.from({ length: Math.max(0, 8 - quickSlots.length) }).map((_, index) => (
|
||||
<article key={`locked-${index}`} className="quick-slot locked">
|
||||
<div className="quick-slot-lock">LOCK</div>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="subpanel right-utility-panel">
|
||||
<PanelHeader title="Field Panels" subtitle="中频系统改为游戏面板弹出" compact />
|
||||
<div className="panel-link-grid">
|
||||
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('inventory')}>
|
||||
打开背包
|
||||
</button>
|
||||
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('missions')}>
|
||||
打开任务
|
||||
</button>
|
||||
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('blueprints')}>
|
||||
打开蓝图
|
||||
</button>
|
||||
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('logs')}>
|
||||
打开日志
|
||||
</button>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="subpanel rest-panel">
|
||||
<PanelHeader title="Recovery Actions" subtitle="原地休整仍保留在主 HUD 中" compact />
|
||||
<div className="rest-actions">
|
||||
{[30, 60, 120].map((minutes) => (
|
||||
<button
|
||||
key={minutes}
|
||||
className="rest-button"
|
||||
disabled={isWorking}
|
||||
onClick={() => onSendAction({ type: 'rest', minutes })}
|
||||
>
|
||||
休息 {minutes} 分钟
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</section>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,101 @@
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import { edgeDestination, getActiveQuestCount, getCurrentPlace, getRiskDots, getRouteRiskTier } from '../hudModel';
|
||||
import { getPlaceThumbStyle } from '../uiAssets';
|
||||
import { PanelHeader } from '../../shared/components/PanelHeader';
|
||||
|
||||
export function RoutePanel({
|
||||
isWorking,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
isWorking: boolean;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const currentPlace = getCurrentPlace(view);
|
||||
const activeQuestCount = getActiveQuestCount(view);
|
||||
|
||||
return (
|
||||
<section className="panel panel-route">
|
||||
<PanelHeader title="Current Location" subtitle="路线、风险、耗时全部固定在当前视口内" />
|
||||
|
||||
<article className="route-summary-card">
|
||||
<span className="intel-kicker">CURRENT SECTOR</span>
|
||||
<h2>{currentPlace?.name ?? view.header.placeName}</h2>
|
||||
<p>{view.header.placeDesc}</p>
|
||||
<div className="route-summary-meta">
|
||||
<div>
|
||||
<small>风险</small>
|
||||
<strong>{view.header.riskLabel}</strong>
|
||||
</div>
|
||||
<div>
|
||||
<small>服务</small>
|
||||
<strong>{view.place.services.length || 1} 项</strong>
|
||||
</div>
|
||||
<div>
|
||||
<small>任务</small>
|
||||
<strong>{activeQuestCount}</strong>
|
||||
</div>
|
||||
</div>
|
||||
<div className="intel-meta">
|
||||
{(currentPlace?.tags ?? []).map((tag) => (
|
||||
<span key={tag} className="hud-chip muted">
|
||||
{tag}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
</article>
|
||||
|
||||
<div className="route-list">
|
||||
{view.map.edges.map((edge) => {
|
||||
const destination = edgeDestination(view, edge);
|
||||
if (!destination) return null;
|
||||
|
||||
const riskTier = getRouteRiskTier(edge.risk);
|
||||
const riskDots = getRiskDots(edge.risk);
|
||||
|
||||
return (
|
||||
<button
|
||||
key={`${edge.from}-${edge.to}`}
|
||||
className={`route-card tone-${riskTier.tone}`}
|
||||
disabled={Boolean(edge.blockedReason) || isWorking}
|
||||
onClick={() => onSendAction({ type: 'travel', toPlaceId: edge.to })}
|
||||
>
|
||||
<div className="route-card-thumb" style={getPlaceThumbStyle(destination.id)} />
|
||||
<div className="route-card-copy">
|
||||
<strong>{destination.name}</strong>
|
||||
<p>{destination.desc}</p>
|
||||
<div className="route-card-detail">
|
||||
<span>{edge.travelTimeMin} 分钟</span>
|
||||
<span>{riskTier.label}</span>
|
||||
</div>
|
||||
<div className="risk-dots" aria-hidden="true">
|
||||
{riskDots.map((active, index) => (
|
||||
<span key={`${destination.id}-${index}`} className={active ? 'active' : ''} />
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
<div className="route-card-state">
|
||||
<span>{destination.visited ? '已探明' : '未知'}</span>
|
||||
{edge.blockedReason ? <em>{edge.blockedReason}</em> : null}
|
||||
</div>
|
||||
</button>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
<section className="world-map-panel">
|
||||
<PanelHeader title="World Map" subtitle="节点式世界图用于压缩表达地理推进" compact />
|
||||
<div className="map-node-grid">
|
||||
{view.map.places.map((place) => (
|
||||
<article key={place.id} className={`map-node-card ${place.current ? 'current' : ''}`}>
|
||||
<strong>{place.name}</strong>
|
||||
<span>{place.visited ? '已探明' : '待深入'}</span>
|
||||
<small>{place.tags.join(' · ') || 'unknown'}</small>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
export function StatMeter({
|
||||
label,
|
||||
value,
|
||||
maxValue,
|
||||
tone,
|
||||
}: {
|
||||
label: string;
|
||||
value: number;
|
||||
maxValue: number;
|
||||
tone: 'health' | 'neutral' | 'danger';
|
||||
}) {
|
||||
const percentage = Math.max(0, Math.min(100, (value / maxValue) * 100));
|
||||
|
||||
return (
|
||||
<article className={`stat-meter tone-${tone}`}>
|
||||
<div>
|
||||
<span>{label}</span>
|
||||
<strong>
|
||||
{Math.round(value)}
|
||||
<small>/{Math.round(maxValue)}</small>
|
||||
</strong>
|
||||
</div>
|
||||
<div className="meter-track">
|
||||
<div className="meter-fill" style={{ width: `${percentage}%` }} />
|
||||
</div>
|
||||
</article>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,286 @@
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import { getActiveQuestCount, getLoadoutEntries, getSupplyCounts } from '../hudModel';
|
||||
import type { OverlayPanel } from '../types';
|
||||
import { ModalShell } from '../../shared/components/ModalShell';
|
||||
import { PanelHeader } from '../../shared/components/PanelHeader';
|
||||
import { InventoryCard } from './cards/InventoryCard';
|
||||
import { QuestCard } from './cards/QuestCard';
|
||||
import { RecipeCard } from './cards/RecipeCard';
|
||||
import { EmptyState } from './EmptyState';
|
||||
|
||||
function OverlayHeaderStats({ view }: { view: GameView }) {
|
||||
const supplyCounts = getSupplyCounts(view);
|
||||
const activeQuestCount = getActiveQuestCount(view);
|
||||
|
||||
return (
|
||||
<div className="overlay-summary-grid">
|
||||
<article className="overlay-summary-card">
|
||||
<span>容量</span>
|
||||
<strong>
|
||||
{view.player.inventoryUsage}/{view.player.inventoryCapacity}
|
||||
</strong>
|
||||
</article>
|
||||
<article className="overlay-summary-card">
|
||||
<span>水</span>
|
||||
<strong>{supplyCounts.water}</strong>
|
||||
</article>
|
||||
<article className="overlay-summary-card">
|
||||
<span>食物</span>
|
||||
<strong>{supplyCounts.food}</strong>
|
||||
</article>
|
||||
<article className="overlay-summary-card">
|
||||
<span>药品</span>
|
||||
<strong>{supplyCounts.medicine}</strong>
|
||||
</article>
|
||||
<article className="overlay-summary-card">
|
||||
<span>任务</span>
|
||||
<strong>{activeQuestCount}</strong>
|
||||
</article>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function InventoryOverlay({
|
||||
isWorking,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
isWorking: boolean;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const loadoutEntries = getLoadoutEntries(view);
|
||||
|
||||
return (
|
||||
<div className="system-overlay">
|
||||
<OverlayHeaderStats view={view} />
|
||||
|
||||
<div className="system-overlay-grid inventory-overlay-grid">
|
||||
<section className="subpanel overlay-main-panel">
|
||||
<PanelHeader title="Inventory Ledger" subtitle="完整物资、装备与使用入口" compact />
|
||||
<div className="inventory-list overlay-list">
|
||||
{view.player.inventory.map((item) => (
|
||||
<InventoryCard
|
||||
key={item.itemId}
|
||||
busy={isWorking}
|
||||
item={item}
|
||||
onEquip={() => onSendAction({ type: 'equip-item', itemId: item.itemId })}
|
||||
onUnequip={() => onSendAction({ type: 'unequip-item', slot: item.equipSlot! })}
|
||||
onUse={() => onSendAction({ type: 'use-item', itemId: item.itemId })}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="overlay-side-stack">
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Loadout Snapshot" subtitle="当前装备位快照" compact />
|
||||
<div className="overlay-loadout-stack">
|
||||
{[...loadoutEntries.left, ...loadoutEntries.right].map((entry) => (
|
||||
<article key={entry.id} className={`overlay-loadout-row ${entry.isEquipped ? 'equipped' : ''}`}>
|
||||
<div>
|
||||
<span>{entry.label}</span>
|
||||
<strong>{entry.title}</strong>
|
||||
</div>
|
||||
<small>{entry.subtitle}</small>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Bag Rules" subtitle="背包系统当前规则摘要" compact />
|
||||
<div className="overlay-note-stack">
|
||||
<article className="overlay-note-card">
|
||||
<strong>容量模型</strong>
|
||||
<p>当前采用体积上限而不是无限背包,保证拾取与远行补给之间存在真实取舍。</p>
|
||||
</article>
|
||||
<article className="overlay-note-card">
|
||||
<strong>使用优先级</strong>
|
||||
<p>饮水和药品保持在快捷栏可视范围,材料与低频物资放到背包面板深层管理。</p>
|
||||
</article>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function MissionOverlay({ isWorking, onSendAction, view }: { isWorking: boolean; onSendAction: (action: GameAction) => void; view: GameView }) {
|
||||
return (
|
||||
<div className="system-overlay">
|
||||
<OverlayHeaderStats view={view} />
|
||||
|
||||
<div className="system-overlay-grid mission-overlay-grid">
|
||||
<section className="subpanel overlay-main-panel">
|
||||
<PanelHeader title="Mission Threads" subtitle="主线、支线和当前推进步骤" compact />
|
||||
<div className="quest-list overlay-list">
|
||||
{view.quests.length ? (
|
||||
view.quests.map((quest) => <QuestCard key={quest.id} quest={quest} />)
|
||||
) : (
|
||||
<EmptyState text="当前没有任务线,继续探索可以触发新的委托。" />
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="overlay-side-stack">
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Recovery Actions" subtitle="以游戏面板方式触发休整" compact />
|
||||
<div className="rest-actions">
|
||||
{[30, 60, 120].map((minutes) => (
|
||||
<button
|
||||
key={minutes}
|
||||
className="rest-button"
|
||||
disabled={isWorking}
|
||||
onClick={() => onSendAction({ type: 'rest', minutes })}
|
||||
>
|
||||
休息 {minutes} 分钟
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Mission Logic" subtitle="任务系统设计摘要" compact />
|
||||
<div className="overlay-note-stack">
|
||||
<article className="overlay-note-card">
|
||||
<strong>生命周期</strong>
|
||||
<p>任务分为 locked、active、completed,推进由服务端根据状态、地点、物品与标记自动结算。</p>
|
||||
</article>
|
||||
<article className="overlay-note-card">
|
||||
<strong>引导方式</strong>
|
||||
<p>新手引导应尽量通过任务链驱动,而不是频繁弹出说明窗口。</p>
|
||||
</article>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function BlueprintOverlay({
|
||||
isWorking,
|
||||
onSendAction,
|
||||
view,
|
||||
}: {
|
||||
isWorking: boolean;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const craftableCount = view.recipes.filter((recipe) => recipe.craftable).length;
|
||||
|
||||
return (
|
||||
<div className="system-overlay">
|
||||
<OverlayHeaderStats view={view} />
|
||||
|
||||
<div className="system-overlay-grid blueprint-overlay-grid">
|
||||
<section className="subpanel overlay-main-panel">
|
||||
<PanelHeader title="Blueprint Stack" subtitle="制作配方、缺口与执行入口" compact />
|
||||
<div className="recipe-list overlay-list">
|
||||
{view.recipes.map((recipe) => (
|
||||
<RecipeCard
|
||||
key={recipe.id}
|
||||
busy={isWorking}
|
||||
onCraft={() => onSendAction({ type: 'craft', recipeId: recipe.id })}
|
||||
recipe={recipe}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="overlay-side-stack">
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Crafting State" subtitle="当前蓝图执行态" compact />
|
||||
<div className="overlay-note-stack">
|
||||
<article className="overlay-note-card">
|
||||
<strong>可制作</strong>
|
||||
<p>当前有 {craftableCount} 条蓝图可以立即执行。</p>
|
||||
</article>
|
||||
<article className="overlay-note-card">
|
||||
<strong>系统定位</strong>
|
||||
<p>蓝图栈属于中频决策,适合独立面板打开,而不是长期占用主 HUD 面积。</p>
|
||||
</article>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function LogOverlay({ view }: { view: GameView }) {
|
||||
return (
|
||||
<div className="system-overlay">
|
||||
<OverlayHeaderStats view={view} />
|
||||
|
||||
<div className="system-overlay-grid log-overlay-grid">
|
||||
<section className="subpanel overlay-main-panel">
|
||||
<PanelHeader title="Sector Logs" subtitle="完整行动、事件、战斗与资源变化回放" compact />
|
||||
<div className="log-list expanded overlay-list">
|
||||
{view.logs.map((entry) => (
|
||||
<article key={entry.id} className={`log-entry tone-${entry.tone}`}>
|
||||
<span>{entry.minute}m</span>
|
||||
<p>{entry.message}</p>
|
||||
</article>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="overlay-side-stack">
|
||||
<section className="subpanel overlay-side-panel">
|
||||
<PanelHeader title="Log Policy" subtitle="日志系统设计摘要" compact />
|
||||
<div className="overlay-note-stack">
|
||||
<article className="overlay-note-card">
|
||||
<strong>主屏只保留摘要</strong>
|
||||
<p>常驻 HUD 只呈现决策必要信息,完整日志集中在独立面板中查看。</p>
|
||||
</article>
|
||||
<article className="overlay-note-card">
|
||||
<strong>可追溯性</strong>
|
||||
<p>所有时间推进、资源变化、战斗结果与事件分支都需要留下结构化日志。</p>
|
||||
</article>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export function SystemOverlay({
|
||||
isWorking,
|
||||
onClose,
|
||||
onSendAction,
|
||||
panel,
|
||||
view,
|
||||
}: {
|
||||
isWorking: boolean;
|
||||
onClose: () => void;
|
||||
onSendAction: (action: GameAction) => void;
|
||||
panel: OverlayPanel | null;
|
||||
view: GameView;
|
||||
}) {
|
||||
if (!panel) return null;
|
||||
|
||||
const metaByPanel: Record<OverlayPanel, { title: string; subtitle: string }> = {
|
||||
inventory: { title: '背包系统', subtitle: 'Inventory Overlay' },
|
||||
missions: { title: '任务系统', subtitle: 'Mission Overlay' },
|
||||
blueprints: { title: '制作与蓝图系统', subtitle: 'Blueprint Overlay' },
|
||||
logs: { title: '日志系统', subtitle: 'Log Overlay' },
|
||||
};
|
||||
|
||||
return (
|
||||
<ModalShell
|
||||
title={metaByPanel[panel].title}
|
||||
subtitle={metaByPanel[panel].subtitle}
|
||||
size="wide"
|
||||
onClose={onClose}
|
||||
>
|
||||
{panel === 'inventory' ? <InventoryOverlay isWorking={isWorking} onSendAction={onSendAction} view={view} /> : null}
|
||||
{panel === 'missions' ? <MissionOverlay isWorking={isWorking} onSendAction={onSendAction} view={view} /> : null}
|
||||
{panel === 'blueprints' ? <BlueprintOverlay isWorking={isWorking} onSendAction={onSendAction} view={view} /> : null}
|
||||
{panel === 'logs' ? <LogOverlay view={view} /> : null}
|
||||
</ModalShell>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
import type { GameView } from '@tinywaste/game-core';
|
||||
import { getAlertCount, getTimeLabels } from '../hudModel';
|
||||
import { STAT_LABELS, STAT_ORDER } from '../uiAssets';
|
||||
import { StatMeter } from './StatMeter';
|
||||
|
||||
export function TopHud({
|
||||
accountName,
|
||||
logoutPending,
|
||||
onLogout,
|
||||
view,
|
||||
}: {
|
||||
accountName: string;
|
||||
logoutPending: boolean;
|
||||
onLogout: () => void;
|
||||
view: GameView;
|
||||
}) {
|
||||
const { dayLabel, clockLabel } = getTimeLabels(view.header.timeLabel);
|
||||
const alertCount = getAlertCount(view);
|
||||
|
||||
return (
|
||||
<header className="top-hud">
|
||||
<div className="brand-block">
|
||||
<div className="brand-mark">TW</div>
|
||||
<div className="brand-copy">
|
||||
<p className="eyebrow">Persistent Wasteland Interface</p>
|
||||
<strong>TinyWaste Online</strong>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="clock-block">
|
||||
<span>{dayLabel}</span>
|
||||
<strong>{clockLabel}</strong>
|
||||
</div>
|
||||
|
||||
<section className="status-strip">
|
||||
{STAT_ORDER.map((statKey) => (
|
||||
<StatMeter
|
||||
key={statKey}
|
||||
label={STAT_LABELS[statKey] ?? statKey}
|
||||
maxValue={view.player.maxStats[statKey]}
|
||||
tone={statKey === 'radiation' ? 'danger' : statKey === 'life' ? 'health' : 'neutral'}
|
||||
value={view.player.stats[statKey]}
|
||||
/>
|
||||
))}
|
||||
</section>
|
||||
|
||||
<div className="top-actions">
|
||||
<span className="hud-chip safe">{view.header.riskLabel}</span>
|
||||
<span className="hud-chip">账号 {accountName}</span>
|
||||
<span className={`hud-chip ${alertCount ? 'accent' : ''}`}>
|
||||
{alertCount ? `警报 ${alertCount}` : '链路稳定'}
|
||||
</span>
|
||||
<button className="secondary-button" onClick={onLogout} disabled={logoutPending}>
|
||||
退出
|
||||
</button>
|
||||
</div>
|
||||
</header>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
import type { InventoryViewEntry } from '@tinywaste/game-core';
|
||||
import { getInventoryStateLabel } from '../../hudModel';
|
||||
import { getItemArt } from '../../uiAssets';
|
||||
import { AssetThumb } from '../AssetThumb';
|
||||
|
||||
export function InventoryCard({
|
||||
item,
|
||||
busy,
|
||||
onUse,
|
||||
onEquip,
|
||||
onUnequip,
|
||||
}: {
|
||||
item: InventoryViewEntry;
|
||||
busy: boolean;
|
||||
onUse: () => void;
|
||||
onEquip: () => void;
|
||||
onUnequip: () => void;
|
||||
}) {
|
||||
const art = getItemArt(item.itemId, item.type);
|
||||
|
||||
return (
|
||||
<article className={`inventory-card ${item.equipped ? 'equipped' : ''}`}>
|
||||
<AssetThumb src={art} label={item.name} />
|
||||
<div className="inventory-copy">
|
||||
<div className="inventory-title-row">
|
||||
<strong>{item.name}</strong>
|
||||
<span>x{item.count}</span>
|
||||
</div>
|
||||
<p>{item.desc}</p>
|
||||
<small>
|
||||
{item.type} · 体积 {item.volume} · {getInventoryStateLabel(item)}
|
||||
</small>
|
||||
</div>
|
||||
<div className="inventory-actions">
|
||||
{item.canUse ? (
|
||||
<button className="small-button" onClick={onUse} disabled={busy}>
|
||||
使用
|
||||
</button>
|
||||
) : null}
|
||||
{item.equipSlot ? (
|
||||
<button
|
||||
className="small-button secondary"
|
||||
onClick={item.equipped ? onUnequip : onEquip}
|
||||
disabled={busy}
|
||||
>
|
||||
{item.equipped ? '卸下' : '装备'}
|
||||
</button>
|
||||
) : null}
|
||||
</div>
|
||||
</article>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
import type { QuestView } from '@tinywaste/game-core';
|
||||
import { getQuestProgress } from '../../hudModel';
|
||||
|
||||
export function QuestCard({ quest }: { quest: QuestView }) {
|
||||
return (
|
||||
<article className={`quest-card state-${quest.state}`}>
|
||||
<header>
|
||||
<div>
|
||||
<strong>{quest.title}</strong>
|
||||
<small>{quest.desc}</small>
|
||||
</div>
|
||||
<span>{getQuestProgress(quest)}</span>
|
||||
</header>
|
||||
<div className="quest-steps">
|
||||
{quest.steps.map((step) => (
|
||||
<span key={step.text} className={step.done ? 'done' : ''}>
|
||||
{step.done ? '✓' : '○'} {step.text}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
</article>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
import type { RecipeView } from '@tinywaste/game-core';
|
||||
import { getItemArt } from '../../uiAssets';
|
||||
import { AssetThumb } from '../AssetThumb';
|
||||
|
||||
export function RecipeCard({
|
||||
recipe,
|
||||
busy,
|
||||
onCraft,
|
||||
}: {
|
||||
recipe: RecipeView;
|
||||
busy: boolean;
|
||||
onCraft: () => void;
|
||||
}) {
|
||||
const primaryOutput = recipe.outputs[0];
|
||||
|
||||
return (
|
||||
<article className={`recipe-card ${recipe.craftable ? 'craftable' : ''}`}>
|
||||
<AssetThumb src={getItemArt(primaryOutput?.itemId)} label={recipe.name} />
|
||||
<div className="recipe-copy">
|
||||
<strong>{recipe.name}</strong>
|
||||
<p>{recipe.desc}</p>
|
||||
<small>
|
||||
{recipe.timeCostMin} 分钟 · 精力 -{recipe.energyCost}
|
||||
</small>
|
||||
<small>
|
||||
需求:{recipe.inputs.map((input) => `${input.name} ${input.owned}/${input.count}`).join(' · ')}
|
||||
</small>
|
||||
</div>
|
||||
<div className="recipe-actions">
|
||||
<button className="small-button" onClick={onCraft} disabled={!recipe.craftable || busy}>
|
||||
制作
|
||||
</button>
|
||||
{recipe.disabledReason ? <em>{recipe.disabledReason}</em> : null}
|
||||
</div>
|
||||
</article>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,206 @@
|
||||
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}/${quest.steps.length}`;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
export type OverlayPanel = 'inventory' | 'missions' | 'blueprints' | 'logs';
|
||||
@@ -0,0 +1,107 @@
|
||||
import type { CSSProperties } from 'react';
|
||||
import type { EquipSlot } from '@tinywaste/game-core';
|
||||
|
||||
const GENERATED_ROOT = '/generated';
|
||||
const GENERATED_UI_ROOT = `${GENERATED_ROOT}/ui`;
|
||||
|
||||
export const PLACE_ART: Record<string, string> = {
|
||||
home: `${GENERATED_ROOT}/home-camp.png`,
|
||||
roadside: `${GENERATED_ROOT}/roadside.png`,
|
||||
old_store: `${GENERATED_ROOT}/old-store.png`,
|
||||
village_market: `${GENERATED_ROOT}/village-market.png`,
|
||||
rain_farm: `${GENERATED_ROOT}/rain-farm.png`,
|
||||
city_edge: `${GENERATED_ROOT}/city-edge.png`,
|
||||
subway_entrance: `${GENERATED_ROOT}/subway-entrance.png`,
|
||||
sewer: `${GENERATED_ROOT}/sewer.png`,
|
||||
vault_gate: `${GENERATED_ROOT}/vault-gate.png`,
|
||||
};
|
||||
|
||||
export const STAT_LABELS: Record<string, string> = {
|
||||
life: '生命',
|
||||
hunger: '饥饿',
|
||||
thirst: '口渴',
|
||||
energy: '精力',
|
||||
sanity: '理智',
|
||||
radiation: '辐射',
|
||||
};
|
||||
|
||||
export const STAT_ORDER = ['life', 'hunger', 'thirst', 'energy', 'sanity', 'radiation'] as const;
|
||||
|
||||
const ITEM_ART: Record<string, string> = {
|
||||
water_dirty: `${GENERATED_UI_ROOT}/items/water-dirty.png`,
|
||||
water_purified: `${GENERATED_UI_ROOT}/items/water-purified.png`,
|
||||
canned_beans: `${GENERATED_UI_ROOT}/items/canned-beans.png`,
|
||||
cloth_rag: `${GENERATED_UI_ROOT}/items/cloth-rag.png`,
|
||||
herb_bundle: `${GENERATED_UI_ROOT}/items/herb-bundle.png`,
|
||||
mushroom_cluster: `${GENERATED_UI_ROOT}/items/mushroom-cluster.png`,
|
||||
scrap_metal: `${GENERATED_UI_ROOT}/items/scrap-metal.png`,
|
||||
parts_wire: `${GENERATED_UI_ROOT}/items/parts-wire.png`,
|
||||
rad_pills: `${GENERATED_UI_ROOT}/items/rad-pills.png`,
|
||||
shiv: `${GENERATED_UI_ROOT}/items/shiv.png`,
|
||||
crowbar: `${GENERATED_UI_ROOT}/items/crowbar.png`,
|
||||
leather_coat: `${GENERATED_UI_ROOT}/items/leather-coat.png`,
|
||||
field_bandage: `${GENERATED_UI_ROOT}/items/cloth-rag.png`,
|
||||
herbal_tea: `${GENERATED_UI_ROOT}/items/water-purified.png`,
|
||||
jerky: `${GENERATED_UI_ROOT}/items/canned-beans.png`,
|
||||
mushroom_stew: `${GENERATED_UI_ROOT}/items/canned-beans.png`,
|
||||
};
|
||||
|
||||
const ITEM_TYPE_FALLBACK_ART: Record<string, string> = {
|
||||
water: `${GENERATED_UI_ROOT}/items/water-purified.png`,
|
||||
food: `${GENERATED_UI_ROOT}/items/canned-beans.png`,
|
||||
medicine: `${GENERATED_UI_ROOT}/items/rad-pills.png`,
|
||||
material: `${GENERATED_UI_ROOT}/items/scrap-metal.png`,
|
||||
weapon: `${GENERATED_UI_ROOT}/items/shiv.png`,
|
||||
tool: `${GENERATED_UI_ROOT}/items/crowbar.png`,
|
||||
armor: `${GENERATED_UI_ROOT}/items/leather-coat.png`,
|
||||
};
|
||||
|
||||
const SLOT_FALLBACK_ART: Record<string, string> = {
|
||||
body: `${GENERATED_UI_ROOT}/equipment/body-coat.png`,
|
||||
weapon: `${GENERATED_UI_ROOT}/equipment/pipe-rifle.png`,
|
||||
tool: `${GENERATED_UI_ROOT}/equipment/crowbar.png`,
|
||||
head: `${GENERATED_UI_ROOT}/equipment/head-wrap.png`,
|
||||
back: `${GENERATED_UI_ROOT}/equipment/backpack.png`,
|
||||
kit: `${GENERATED_UI_ROOT}/items/rad-pills.png`,
|
||||
};
|
||||
|
||||
const ITEM_TO_EQUIPMENT_ART: Record<string, string> = {
|
||||
pipe_rifle: `${GENERATED_UI_ROOT}/equipment/pipe-rifle.png`,
|
||||
crowbar: `${GENERATED_UI_ROOT}/equipment/crowbar.png`,
|
||||
shiv: `${GENERATED_UI_ROOT}/equipment/shiv.png`,
|
||||
leather_coat: `${GENERATED_UI_ROOT}/equipment/body-coat.png`,
|
||||
};
|
||||
|
||||
export function getPlaceHeroStyle(placeId: string): CSSProperties {
|
||||
return {
|
||||
backgroundImage: `linear-gradient(180deg, rgba(7, 7, 7, 0.12), rgba(7, 7, 7, 0.84)), linear-gradient(90deg, rgba(220, 146, 65, 0.18), rgba(10, 10, 10, 0.05) 58%), url(${PLACE_ART[placeId] ?? ''})`,
|
||||
};
|
||||
}
|
||||
|
||||
export function getPlaceThumbStyle(placeId: string): CSSProperties {
|
||||
return {
|
||||
backgroundImage: `linear-gradient(180deg, rgba(9, 9, 9, 0.05), rgba(9, 9, 9, 0.72)), url(${PLACE_ART[placeId] ?? ''})`,
|
||||
};
|
||||
}
|
||||
|
||||
export function getItemArt(itemId: string, itemType?: string) {
|
||||
return ITEM_ART[itemId] ?? (itemType ? ITEM_TYPE_FALLBACK_ART[itemType] : undefined);
|
||||
}
|
||||
|
||||
export function getEquipmentArt(itemId?: string, slot?: EquipSlot | 'head' | 'back' | 'kit') {
|
||||
if (itemId && ITEM_TO_EQUIPMENT_ART[itemId]) {
|
||||
return ITEM_TO_EQUIPMENT_ART[itemId];
|
||||
}
|
||||
|
||||
if (itemId && ITEM_ART[itemId]) {
|
||||
return ITEM_ART[itemId];
|
||||
}
|
||||
|
||||
if (slot) {
|
||||
return SLOT_FALLBACK_ART[slot];
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
export const CHARACTER_PREVIEW_ART = `${GENERATED_UI_ROOT}/character-preview.png`;
|
||||
@@ -0,0 +1,175 @@
|
||||
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query';
|
||||
import { useState } from 'react';
|
||||
import type { GameAction, GameView } from '@tinywaste/game-core';
|
||||
import {
|
||||
applyGameAction,
|
||||
createGame,
|
||||
getGameState,
|
||||
getMe,
|
||||
login,
|
||||
logout,
|
||||
register,
|
||||
type AuthUser,
|
||||
} from '../../api';
|
||||
|
||||
export type AuthMode = 'login' | 'register';
|
||||
|
||||
export interface AuthFormState {
|
||||
email: string;
|
||||
username: string;
|
||||
identifier: string;
|
||||
password: string;
|
||||
}
|
||||
|
||||
export function useGameSession() {
|
||||
const queryClient = useQueryClient();
|
||||
const [authMode, setAuthMode] = useState<AuthMode>('login');
|
||||
const [authError, setAuthError] = useState<string | null>(null);
|
||||
const [gameError, setGameError] = useState<string | null>(null);
|
||||
const [authForm, setAuthForm] = useState<AuthFormState>({
|
||||
email: '',
|
||||
username: '',
|
||||
identifier: '',
|
||||
password: '',
|
||||
});
|
||||
const [newGameName, setNewGameNameState] = useState('灰烬拾荒者');
|
||||
|
||||
const meQuery = useQuery({
|
||||
queryKey: ['me'],
|
||||
queryFn: getMe,
|
||||
});
|
||||
|
||||
const gameQuery = useQuery({
|
||||
queryKey: ['game-state'],
|
||||
queryFn: getGameState,
|
||||
enabled: Boolean(meQuery.data?.user),
|
||||
});
|
||||
|
||||
const authMutation = useMutation({
|
||||
mutationFn: async () => {
|
||||
setAuthError(null);
|
||||
if (authMode === 'login') {
|
||||
return login({
|
||||
identifier: authForm.identifier,
|
||||
password: authForm.password,
|
||||
});
|
||||
}
|
||||
|
||||
return register({
|
||||
email: authForm.email,
|
||||
username: authForm.username,
|
||||
password: authForm.password,
|
||||
});
|
||||
},
|
||||
onSuccess: ({ user }) => {
|
||||
queryClient.setQueryData(['me'], { user });
|
||||
queryClient.invalidateQueries({ queryKey: ['game-state'] });
|
||||
setAuthForm((current) => ({ ...current, password: '' }));
|
||||
},
|
||||
onError: (error) => {
|
||||
setAuthError(error instanceof Error ? error.message : '认证失败。');
|
||||
},
|
||||
});
|
||||
|
||||
const logoutMutation = useMutation({
|
||||
mutationFn: logout,
|
||||
onSuccess: () => {
|
||||
queryClient.setQueryData(['me'], { user: null });
|
||||
queryClient.setQueryData(['game-state'], { hasSave: false, view: null });
|
||||
},
|
||||
});
|
||||
|
||||
const createGameMutation = useMutation({
|
||||
mutationFn: createGame,
|
||||
onMutate: () => {
|
||||
setGameError(null);
|
||||
},
|
||||
onSuccess: ({ view }) => {
|
||||
setGameError(null);
|
||||
queryClient.setQueryData(['game-state'], { hasSave: true, view });
|
||||
},
|
||||
onError: (error) => {
|
||||
setGameError(error instanceof Error ? error.message : '建档失败。');
|
||||
},
|
||||
});
|
||||
|
||||
const actionMutation = useMutation({
|
||||
mutationFn: applyGameAction,
|
||||
onMutate: () => {
|
||||
setGameError(null);
|
||||
},
|
||||
onSuccess: ({ view }) => {
|
||||
setGameError(null);
|
||||
queryClient.setQueryData(['game-state'], { hasSave: true, view });
|
||||
},
|
||||
onError: (error) => {
|
||||
setGameError(error instanceof Error ? error.message : '行动失败。');
|
||||
},
|
||||
});
|
||||
|
||||
const isWorking =
|
||||
authMutation.isPending ||
|
||||
logoutMutation.isPending ||
|
||||
createGameMutation.isPending ||
|
||||
actionMutation.isPending;
|
||||
|
||||
const handleAuthChange = (patch: Partial<AuthFormState>) => {
|
||||
if (authError) {
|
||||
setAuthError(null);
|
||||
}
|
||||
setAuthForm((current) => ({ ...current, ...patch }));
|
||||
};
|
||||
|
||||
const handleAuthModeChange = (mode: AuthMode) => {
|
||||
setAuthError(null);
|
||||
setAuthMode(mode);
|
||||
};
|
||||
|
||||
const setNewGameName = (value: string) => {
|
||||
if (gameError) {
|
||||
setGameError(null);
|
||||
}
|
||||
setNewGameNameState(value);
|
||||
};
|
||||
|
||||
const submitAuth = () => {
|
||||
authMutation.mutate();
|
||||
};
|
||||
|
||||
const startNewGame = (playerName = newGameName) => {
|
||||
createGameMutation.mutate({ playerName });
|
||||
};
|
||||
|
||||
const sendAction = (action: GameAction) => {
|
||||
actionMutation.mutate(action);
|
||||
};
|
||||
|
||||
const user: AuthUser | null = meQuery.data?.user ?? null;
|
||||
const gameState = gameQuery.data ?? { hasSave: false, view: null as GameView | null };
|
||||
|
||||
return {
|
||||
actionMutation,
|
||||
authError,
|
||||
authForm,
|
||||
authMode,
|
||||
createGameMutation,
|
||||
gameError,
|
||||
gameQuery,
|
||||
handleAuthChange,
|
||||
handleAuthModeChange,
|
||||
isCheckingSession: meQuery.isLoading,
|
||||
isSyncingGame: gameQuery.isLoading,
|
||||
isWorking,
|
||||
logoutPending: logoutMutation.isPending,
|
||||
meQuery,
|
||||
newGameName,
|
||||
sendAction,
|
||||
setNewGameName,
|
||||
startNewGame,
|
||||
submitAuth,
|
||||
user,
|
||||
view: gameState.view,
|
||||
hasSave: gameState.hasSave,
|
||||
logout: () => logoutMutation.mutate(),
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
export function LoadingScreen({ label }: { label: string }) {
|
||||
return (
|
||||
<div className="loading-shell">
|
||||
<div className="loading-card">
|
||||
<div className="loading-line" />
|
||||
<p>{label}</p>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
import type { ReactNode } from 'react';
|
||||
|
||||
export function ModalShell({
|
||||
title,
|
||||
subtitle,
|
||||
children,
|
||||
onClose,
|
||||
size = 'default',
|
||||
}: {
|
||||
title: string;
|
||||
subtitle: string;
|
||||
children: ReactNode;
|
||||
onClose?: () => void;
|
||||
size?: 'default' | 'wide';
|
||||
}) {
|
||||
return (
|
||||
<div className="modal-shell">
|
||||
<div className={`modal-card modal-card-${size}`}>
|
||||
<header className="modal-header">
|
||||
<div className="modal-header-copy">
|
||||
<span>{subtitle}</span>
|
||||
<h3>{title}</h3>
|
||||
</div>
|
||||
{onClose ? (
|
||||
<button className="modal-close" onClick={onClose} aria-label="关闭面板">
|
||||
Close
|
||||
</button>
|
||||
) : null}
|
||||
</header>
|
||||
{children}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
export function PanelHeader({
|
||||
title,
|
||||
subtitle,
|
||||
compact = false,
|
||||
}: {
|
||||
title: string;
|
||||
subtitle: string;
|
||||
compact?: boolean;
|
||||
}) {
|
||||
return (
|
||||
<header className={`panel-header ${compact ? 'compact' : ''}`}>
|
||||
<div>
|
||||
<h2>{title}</h2>
|
||||
<p>{subtitle}</p>
|
||||
</div>
|
||||
</header>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Chakra+Petch:wght@400;500;600;700&family=IBM+Plex+Mono:wght@400;500&display=swap');
|
||||
|
||||
html,
|
||||
body,
|
||||
#root {
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
html {
|
||||
font-family: 'Chakra Petch', sans-serif;
|
||||
}
|
||||
|
||||
body {
|
||||
min-width: 320px;
|
||||
}
|
||||
|
||||
code,
|
||||
pre,
|
||||
button,
|
||||
input {
|
||||
font-family: inherit;
|
||||
}
|
||||
|
||||
#root {
|
||||
min-height: 100vh;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
import React from 'react';
|
||||
import ReactDOM from 'react-dom/client';
|
||||
import { QueryClient, QueryClientProvider } from '@tanstack/react-query';
|
||||
import App from './App';
|
||||
import './index.css';
|
||||
|
||||
const queryClient = new QueryClient({
|
||||
defaultOptions: {
|
||||
queries: {
|
||||
refetchOnWindowFocus: false,
|
||||
retry: 1,
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
ReactDOM.createRoot(document.getElementById('root')!).render(
|
||||
<React.StrictMode>
|
||||
<QueryClientProvider client={queryClient}>
|
||||
<App />
|
||||
</QueryClientProvider>
|
||||
</React.StrictMode>,
|
||||
);
|
||||
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
|
||||
"target": "es2023",
|
||||
"lib": ["ES2023", "DOM"],
|
||||
"module": "esnext",
|
||||
"types": ["vite/client"],
|
||||
"skipLibCheck": true,
|
||||
|
||||
/* Bundler mode */
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"verbatimModuleSyntax": true,
|
||||
"moduleDetection": "force",
|
||||
"noEmit": true,
|
||||
"jsx": "react-jsx",
|
||||
|
||||
/* Linting */
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"erasableSyntaxOnly": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"files": [],
|
||||
"references": [
|
||||
{ "path": "./tsconfig.app.json" },
|
||||
{ "path": "./tsconfig.node.json" }
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
|
||||
"target": "es2023",
|
||||
"lib": ["ES2023"],
|
||||
"module": "esnext",
|
||||
"types": ["node"],
|
||||
"skipLibCheck": true,
|
||||
|
||||
/* Bundler mode */
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"verbatimModuleSyntax": true,
|
||||
"moduleDetection": "force",
|
||||
"noEmit": true,
|
||||
|
||||
/* Linting */
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"erasableSyntaxOnly": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["vite.config.ts"]
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
import { defineConfig } from 'vite'
|
||||
import react from '@vitejs/plugin-react'
|
||||
|
||||
// https://vite.dev/config/
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
server: {
|
||||
proxy: {
|
||||
'/api': 'http://localhost:3001',
|
||||
},
|
||||
},
|
||||
})
|
||||
@@ -0,0 +1,10 @@
|
||||
#!/bin/sh
|
||||
set -eu
|
||||
|
||||
if [ -z "${SESSION_SECRET:-}" ]; then
|
||||
export SESSION_SECRET="$(node -e "process.stdout.write(require('node:crypto').randomBytes(32).toString('hex'))")"
|
||||
echo "SESSION_SECRET not set. Generated a temporary secret for this container run." >&2
|
||||
fi
|
||||
|
||||
node dist/scripts/migrate.js
|
||||
exec node dist/src/server.js
|
||||
@@ -0,0 +1,169 @@
|
||||
# 12 前端 HUD 架构与资产管线
|
||||
|
||||
本文档记录当前 TinyWaste Online Web 客户端的 HUD 架构落地方式,目标是让后续继续扩内容、补系统、换美术时,仍然能保持模块边界清晰、资产可追溯、状态流可解释。
|
||||
|
||||
## 12.1 技术栈结论
|
||||
|
||||
当前重制版继续沿用并确认以下技术栈,不做二次摇摆:
|
||||
|
||||
- 前端:React 19 + Vite + TypeScript
|
||||
- 客户端数据层:TanStack Query
|
||||
- 后端:Fastify + TypeScript
|
||||
- 存档与账号:Session Cookie + Drizzle ORM + SQLite
|
||||
- 共享规则层:`packages/game-core`
|
||||
- 共享内容层:`packages/content`
|
||||
|
||||
选择原因:
|
||||
|
||||
- React + Vite 适合构建高密度单屏 HUD,开发迭代成本低。
|
||||
- React Query 负责会话、存档和行动回写,能把“在线游戏状态”与“界面状态”明确分层。
|
||||
- `game-core` 与 `content` 把规则和内容从 UI 中剥离,符合文档 08 的分层目标。
|
||||
- Fastify + Drizzle 让账号与云存档可以继续扩展为多槽、迁移、审计和反作弊校验。
|
||||
|
||||
## 12.2 当前前端分层
|
||||
|
||||
按照文档 08 的 Presentation / Application / Domain / Data 思路,前端当前对应如下:
|
||||
|
||||
- Presentation:`apps/web/src/features/game/components/*`、`apps/web/src/features/auth/components/*`
|
||||
- Application:`apps/web/src/features/session/useGameSession.ts`
|
||||
- Data:`apps/web/src/api.ts`
|
||||
- Domain:`packages/game-core`、`packages/content`
|
||||
|
||||
职责约束:
|
||||
|
||||
- `App.tsx` 只负责入口编排,不再直接堆叠完整 HUD 细节。
|
||||
- `useGameSession.ts` 只负责编排查询、认证、建档、行动提交与错误状态。
|
||||
- HUD 组件只消费 `GameView` 和回调,不直接触碰接口实现。
|
||||
- 游戏规则与内容定义禁止回流到 `apps/web` 内硬编码。
|
||||
|
||||
## 12.3 组件结构
|
||||
|
||||
当前 HUD 结构:
|
||||
|
||||
```text
|
||||
App
|
||||
├─ AuthScreen / NewGameScreen / LoadingScreen
|
||||
└─ GameHud
|
||||
├─ TopHud
|
||||
├─ RoutePanel
|
||||
├─ CommandCenter
|
||||
├─ LoadoutPanel
|
||||
├─ BottomDock
|
||||
└─ ModalShell (事件 / 战斗 / 胜负)
|
||||
```
|
||||
|
||||
卡片级组件:
|
||||
|
||||
- `AssetThumb`
|
||||
- `StatMeter`
|
||||
- `InventoryCard`
|
||||
- `RecipeCard`
|
||||
- `QuestCard`
|
||||
- `EmptyState`
|
||||
- `PanelHeader`
|
||||
|
||||
这样拆分后的收益:
|
||||
|
||||
- 左、中、右、底四个 HUD 区块可以独立重做,而不需要重新读一遍整个页面。
|
||||
- 小卡片组件可被更多系统复用,例如未来的交易、仓库、NPC 商店、任务详情。
|
||||
- `GameHud` 能承载局部交互状态,比如 `commandTab`、`sideTab`,而不会污染全局会话逻辑。
|
||||
|
||||
## 12.4 状态流
|
||||
|
||||
当前在线游戏状态流:
|
||||
|
||||
```text
|
||||
浏览器 -> /api/auth/me -> 用户会话
|
||||
浏览器 -> /api/game/state -> 当前云端存档
|
||||
用户动作 -> /api/game/action -> 服务端结算 -> 返回新 GameView
|
||||
UI 组件 <- Query Cache <- 最新 GameView
|
||||
```
|
||||
|
||||
具体规则:
|
||||
|
||||
- 认证通过后才启用 `game-state` 查询。
|
||||
- 创建新游戏、旅行、制作、战斗、交易、休息都走服务端 authoritative action。
|
||||
- Query Cache 只保存最新服务端视图,不在前端自行推演核心规则。
|
||||
- HUD 内部 tab 只属于本地展示状态,不影响云端存档。
|
||||
|
||||
## 12.5 视觉资产组织
|
||||
|
||||
所有当前接入的 GPT-image-2 资产位于:
|
||||
|
||||
- `apps/web/public/generated/`:地点背景
|
||||
- `apps/web/public/generated/ui/character-preview.png`:角色立绘
|
||||
- `apps/web/public/generated/ui/item-atlas.png`:物资图集原图
|
||||
- `apps/web/public/generated/ui/equipment-atlas.png`:装备图集原图
|
||||
- `apps/web/public/generated/ui/items/*`:切分后的物资图标
|
||||
- `apps/web/public/generated/ui/equipment/*`:切分后的装备槽素材
|
||||
|
||||
对应映射入口:
|
||||
|
||||
- `apps/web/src/features/game/uiAssets.ts`
|
||||
|
||||
当前资产策略:
|
||||
|
||||
- 地点图使用整图背景,服务于中央场景和左侧路线卡。
|
||||
- 物资与装备图使用 atlas + 裁切结果,服务于快捷栏、库存卡、角色槽位。
|
||||
- 所有引用都走 `uiAssets.ts`,避免组件里散落硬编码路径。
|
||||
|
||||
## 12.6 HUD 信息职责
|
||||
|
||||
### 12.6.1 TopHud
|
||||
|
||||
- 时间
|
||||
- 生存状态条
|
||||
- 风险标签
|
||||
- 账号状态
|
||||
|
||||
### 12.6.2 RoutePanel
|
||||
|
||||
- 当前地点摘要
|
||||
- 路线列表
|
||||
- 风险强度
|
||||
- 节点式世界图
|
||||
|
||||
### 12.6.3 CommandCenter
|
||||
|
||||
- 场景主视觉
|
||||
- 行动矩阵
|
||||
- 交易终端
|
||||
- 实时日志
|
||||
- 当前目标
|
||||
- 蓝图视图
|
||||
|
||||
### 12.6.4 LoadoutPanel
|
||||
|
||||
- 角色 / 背包 / 任务三态切换
|
||||
- 角色立绘与槽位矩阵
|
||||
- 属性与状态效果
|
||||
- 快捷栏
|
||||
- 完整库存管理
|
||||
- 任务与休整
|
||||
|
||||
### 12.6.5 BottomDock
|
||||
|
||||
- 游戏化底部导航
|
||||
- 当前角色标识
|
||||
- 核心补给统计
|
||||
|
||||
## 12.7 当前与参考图的对齐策略
|
||||
|
||||
对齐的不是“像一张网站海报”,而是“像一套可操作的游戏终端”:
|
||||
|
||||
- 维持单屏阅读,整页不滚动,滚动只发生在内部面板。
|
||||
- 中央区优先展示场景与决策,避免全文字堆叠。
|
||||
- 右侧区优先视觉化角色与装备,而不是继续做普通列表。
|
||||
- 底部区承担模式切换和系统导航,强化“游戏 HUD”心智。
|
||||
|
||||
## 12.8 下一步扩展建议
|
||||
|
||||
下一轮优先项:
|
||||
|
||||
1. 继续补 GPT-image-2 资产:
|
||||
- 头部、侧武器、弹药、医疗、食物第二批图集
|
||||
- 天气、辐射、事件状态专用小图标
|
||||
2. 将 `LoadoutPanel` 的 tab 与底部导航进一步联动为统一模式系统。
|
||||
3. 为 `CommandCenter` 增加战斗专属视图和事件专属视图,而不是完全依赖弹层。
|
||||
4. 为物资卡补充更精细的分类过滤和排序逻辑。
|
||||
5. 引入可配置的 HUD 主题参数,支撑不同章节或区域切换皮肤。
|
||||
@@ -0,0 +1,299 @@
|
||||
# 13 运行时引擎与核心系统深化设计
|
||||
|
||||
本文档补足“把游戏做好”所需要的核心系统设计,不只讨论 UI,而是把运行时引擎、生命周期、背包系统、生命系统、事件与在线存档串成一套完整方案。
|
||||
|
||||
## 13.1 当前产品定位
|
||||
|
||||
TinyWaste Online 不是网页式信息展示项目,而是一款:
|
||||
|
||||
- 服务端权威结算的在线废土生存游戏
|
||||
- 以单屏 HUD 为常驻界面
|
||||
- 以系统弹窗/面板处理中频与低频操作
|
||||
- 以时间推进驱动状态、资源、事件和任务
|
||||
|
||||
这意味着架构设计要同时满足:
|
||||
|
||||
- 决策节奏像游戏
|
||||
- 数据流像在线产品
|
||||
- 规则层像可测试的模拟器
|
||||
|
||||
## 13.2 运行时引擎分层
|
||||
|
||||
建议把“引擎”理解为运行时规则框架,而不是 3D 图形引擎。
|
||||
|
||||
### 13.2.1 Runtime Core
|
||||
|
||||
职责:
|
||||
|
||||
- 接收玩家动作
|
||||
- 推进时间
|
||||
- 执行效果链
|
||||
- 更新世界状态
|
||||
- 产出新 `GameView`
|
||||
|
||||
当前仓库中主要由 `packages/game-core/src/engine.ts` 承担。
|
||||
|
||||
### 13.2.2 View Model Layer
|
||||
|
||||
职责:
|
||||
|
||||
- 把内部 `GameState` 投影成适合 HUD 使用的 `GameView`
|
||||
- 控制哪些信息常驻、哪些信息放到弹窗层
|
||||
- 限制 UI 对领域状态的直接依赖
|
||||
|
||||
### 13.2.3 Content Layer
|
||||
|
||||
职责:
|
||||
|
||||
- 维护物品、地点、敌人、任务、配方、事件定义
|
||||
- 所有玩法扩展优先靠数据增量,而不是写死分支逻辑
|
||||
|
||||
### 13.2.4 Persistence Layer
|
||||
|
||||
职责:
|
||||
|
||||
- 用户身份
|
||||
- 云存档
|
||||
- 版本迁移
|
||||
- 存档校验
|
||||
|
||||
## 13.3 游戏生命周期
|
||||
|
||||
游戏生命周期建议明确分成 7 个阶段:
|
||||
|
||||
1. `boot`
|
||||
- 客户端初始化、检查账号会话、读取配置
|
||||
2. `session-ready`
|
||||
- 已确认账号身份,开始拉取云端存档
|
||||
3. `save-ready`
|
||||
- 存档进入内存,HUD 可以渲染
|
||||
4. `decision`
|
||||
- 玩家阅读信息、选择动作
|
||||
5. `resolving`
|
||||
- 服务端执行动作、推进时间、写入日志
|
||||
6. `interrupt`
|
||||
- 战斗、事件、死亡、胜利等强制中断态
|
||||
7. `persisted`
|
||||
- 新状态完成落库,回到下一轮 `decision`
|
||||
|
||||
生命周期原则:
|
||||
|
||||
- UI 永远不直接修改权威状态
|
||||
- 所有中断态都要可恢复
|
||||
- 任意动作完成后都应保证日志、时间、任务和存档状态同步
|
||||
|
||||
## 13.4 HUD 生命周期
|
||||
|
||||
主 HUD 只保留高频信息:
|
||||
|
||||
- 时间
|
||||
- 生存状态
|
||||
- 当前地点
|
||||
- 行动入口
|
||||
- 角色装备摘要
|
||||
- 快捷栏
|
||||
|
||||
中频系统改用面板弹出:
|
||||
|
||||
- 背包
|
||||
- 蓝图
|
||||
- 任务
|
||||
- 完整日志
|
||||
|
||||
设计原因:
|
||||
|
||||
- 更像真实游戏而不是网页后台
|
||||
- 减少主屏认知负担
|
||||
- 保证一屏内只承载“下一步决策需要的信息”
|
||||
|
||||
## 13.5 动作执行生命周期
|
||||
|
||||
一条标准动作链应为:
|
||||
|
||||
1. 玩家发起动作
|
||||
2. 服务端校验动作是否合法
|
||||
3. 推进时间
|
||||
4. 结算状态消耗
|
||||
5. 结算地点资源与热度
|
||||
6. 结算掉落/交易/配方结果
|
||||
7. 检查事件、战斗、任务推进
|
||||
8. 写入日志
|
||||
9. 写入存档
|
||||
10. 返回新 `GameView`
|
||||
|
||||
这里最重要的是顺序一致性。只要顺序稳定,玩家就能理解“为什么会掉血、为什么这里空了、为什么事件触发了”。
|
||||
|
||||
## 13.6 背包系统设计
|
||||
|
||||
### 13.6.1 当前正确方向
|
||||
|
||||
当前采用体积容量,而不是无限背包,这是对的。
|
||||
|
||||
原因:
|
||||
|
||||
- 废土游戏的核心就是取舍
|
||||
- 容量限制会自然驱动路线规划、补给管理和交易行为
|
||||
- 比单纯格子背包更贴合生存题材
|
||||
|
||||
### 13.6.2 背包分层
|
||||
|
||||
建议将背包拆成 3 层:
|
||||
|
||||
- `Quick Slots`
|
||||
- 高频立即使用
|
||||
- 水、药、近战、少量工具
|
||||
- `Field Bag`
|
||||
- 当前随身背包
|
||||
- 受体积限制
|
||||
- `Shelter Storage`
|
||||
- 基地仓储
|
||||
- 用于长线积累
|
||||
|
||||
当前项目已经有 `Quick Slots + Inventory` 雏形,下一步建议补 `Shelter Storage`。
|
||||
|
||||
### 13.6.3 物品状态
|
||||
|
||||
每个背包物品后续建议支持:
|
||||
|
||||
- `itemId`
|
||||
- `count`
|
||||
- `durability`
|
||||
- `quality`
|
||||
- `boundFlag`(任务物品或不可丢弃)
|
||||
- `sourceTag`(掉落来源,便于日志和分析)
|
||||
|
||||
### 13.6.4 背包交互原则
|
||||
|
||||
- 主 HUD 只显示快捷栏和容量摘要
|
||||
- 完整背包在弹窗面板中查看
|
||||
- 装备/使用/整理/分类都应在背包面板完成
|
||||
- 背包面板必须优先展示“对当前生存决策有帮助的信息”
|
||||
|
||||
## 13.7 生命系统设计
|
||||
|
||||
生命系统不应只是一根血条,而是一组相互耦合的生存状态。
|
||||
|
||||
### 13.7.1 核心状态
|
||||
|
||||
- 生命 `life`
|
||||
- 饥饿 `hunger`
|
||||
- 口渴 `thirst`
|
||||
- 精力 `energy`
|
||||
- 理智 `sanity`
|
||||
- 辐射 `radiation`
|
||||
|
||||
### 13.7.2 设计原则
|
||||
|
||||
- 生命是最终硬失败边界
|
||||
- 饥饿与口渴是持续性压力来源
|
||||
- 精力限制连续行动长度
|
||||
- 理智影响事件与长期稳定性
|
||||
- 辐射是高风险区域的长期代价
|
||||
|
||||
### 13.7.3 阈值式生命系统
|
||||
|
||||
建议后续把状态效果从“单纯数值显示”升级成阈值逻辑:
|
||||
|
||||
- `safe`
|
||||
- `strained`
|
||||
- `critical`
|
||||
- `collapsed`
|
||||
|
||||
每个阶段绑定不同惩罚:
|
||||
|
||||
- 命中修正
|
||||
- 额外时间成本
|
||||
- 事件风险提升
|
||||
- 治疗效率下降
|
||||
- 逃跑成功率下降
|
||||
|
||||
### 13.7.4 生命系统与 UI
|
||||
|
||||
主 HUD 只显示数值和条形图还不够,应该同步显示:
|
||||
|
||||
- 当前生存威胁
|
||||
- 原因解释
|
||||
- 恢复路径提示
|
||||
|
||||
例如:
|
||||
|
||||
- “脱水:口渴已压缩行动余量”
|
||||
- “疲劳:建议短休或回避高风险搜刮”
|
||||
|
||||
## 13.8 战斗系统设计
|
||||
|
||||
战斗不应该吞掉整个游戏,而应该是风险系统的一种表现。
|
||||
|
||||
### 13.8.1 当前定位是对的
|
||||
|
||||
当前仓库使用“距离 + 回合 + 动作选择”的轻量模式,这是合理的。
|
||||
|
||||
### 13.8.2 下一步建议
|
||||
|
||||
- 加入更清晰的命中区间提示
|
||||
- 加入武器与状态联动的解释文本
|
||||
- 区分“战斗结束”和“战后结算”两个阶段
|
||||
- 把战斗弹窗升级为更完整的战斗面板
|
||||
|
||||
### 13.8.3 战斗生命周期
|
||||
|
||||
1. 遭遇初始化
|
||||
2. 玩家选择动作
|
||||
3. 双方结算
|
||||
4. 更新距离与生命
|
||||
5. 写入战斗日志
|
||||
6. 判断胜负/逃跑
|
||||
7. 战后掉落与任务推进
|
||||
|
||||
## 13.9 事件系统设计
|
||||
|
||||
事件是废土题材最重要的内容增幅器。
|
||||
|
||||
要求:
|
||||
|
||||
- 事件必须能解释触发原因
|
||||
- 事件必须能绑定状态、物品、任务和地点条件
|
||||
- 事件必须能写出可追溯日志
|
||||
- 事件应该偏向“抉择”而不是“随机弹窗骚扰”
|
||||
|
||||
## 13.10 在线存档设计
|
||||
|
||||
作为账号制在线游戏,存档系统应被视为引擎的一部分。
|
||||
|
||||
### 13.10.1 必须保证
|
||||
|
||||
- 动作完成后立即得到权威新状态
|
||||
- 存档和视图状态保持一致
|
||||
- 任意时刻掉线后能恢复到最近稳定节点
|
||||
|
||||
### 13.10.2 建议增加
|
||||
|
||||
- 多存档槽
|
||||
- 存档版本迁移日志
|
||||
- 后端动作审计
|
||||
- 非法状态回滚策略
|
||||
|
||||
## 13.11 当前代码层面的下一批重点
|
||||
|
||||
1. 把 `engine.ts` 继续拆成子模块:
|
||||
- `time-system`
|
||||
- `inventory-system`
|
||||
- `combat-system`
|
||||
- `event-system`
|
||||
- `quest-system`
|
||||
- `view-projection`
|
||||
2. 为状态阈值、背包容量、战斗结算分别补单元测试
|
||||
3. 引入基地仓库与背包转移逻辑
|
||||
4. 为背包、任务、蓝图面板补筛选与分类
|
||||
5. 为状态系统引入更明确的阶段化惩罚定义
|
||||
|
||||
## 13.12 结论
|
||||
|
||||
真正像游戏的关键,不是把更多信息摆上屏,而是:
|
||||
|
||||
- 明确主循环
|
||||
- 明确系统边界
|
||||
- 明确高频与低频交互分层
|
||||
- 明确权威状态和表现层职责
|
||||
|
||||
这也是本轮把背包、任务、蓝图、日志转成系统弹窗的原因。主 HUD 应该负责“让玩家立刻决定下一步”,而完整系统面板负责“深入管理和规划”。
|
||||
@@ -15,6 +15,8 @@
|
||||
- 数值平衡:[05-数值与经济.md](./05-%E6%95%B0%E5%80%BC%E4%B8%8E%E7%BB%8F%E6%B5%8E.md)
|
||||
- 交互与界面:[07-UX%E4%B8%8E%E7%95%8C%E9%9D%A2%E4%BF%A1%E6%81%AF%E6%9E%B6%E6%9E%84.md](./07-UX%E4%B8%8E%E7%95%8C%E9%9D%A2%E4%BF%A1%E6%81%AF%E6%9E%B6%E6%9E%84.md)
|
||||
- 技术实现:[08-技术架构与代码导读.md](./08-%E6%8A%80%E6%9C%AF%E6%9E%B6%E6%9E%84%E4%B8%8E%E4%BB%A3%E7%A0%81%E5%AF%BC%E8%AF%BB.md)、[09-存档与后端.md](./09-%E5%AD%98%E6%A1%A3%E4%B8%8E%E5%90%8E%E7%AB%AF.md)、[10-本地运行与发布.md](./10-%E6%9C%AC%E5%9C%B0%E8%BF%90%E8%A1%8C%E4%B8%8E%E5%8F%91%E5%B8%83.md)
|
||||
- 前端 HUD 实现:[12-前端HUD架构与资产管线.md](./12-%E5%89%8D%E7%AB%AFHUD%E6%9E%B6%E6%9E%84%E4%B8%8E%E8%B5%84%E4%BA%A7%E7%AE%A1%E7%BA%BF.md)
|
||||
- 运行时与核心系统深化:[13-运行时引擎与核心系统深化设计.md](./13-%E8%BF%90%E8%A1%8C%E6%97%B6%E5%BC%95%E6%93%8E%E4%B8%8E%E6%A0%B8%E5%BF%83%E7%B3%BB%E7%BB%9F%E6%B7%B1%E5%8C%96%E8%AE%BE%E8%AE%A1.md)
|
||||
- 测试与验收:[11-QA%E6%B5%8B%E8%AF%95%E7%94%A8%E4%BE%8B%E4%B8%8E%E9%AA%8C%E6%94%B6%E6%B8%85%E5%8D%95.md](./11-QA%E6%B5%8B%E8%AF%95%E7%94%A8%E4%BE%8B%E4%B8%8E%E9%AA%8C%E6%94%B6%E6%B8%85%E5%8D%95.md)
|
||||
|
||||
## 图与源文件
|
||||
@@ -28,4 +30,3 @@
|
||||
- 时间推进:游戏内时间前进触发状态消耗、资源生长、事件刷新等。
|
||||
- 风险收益:一次出行/探索的收益(资源/信息)与风险(伤害/污染/时间消耗)之间的平衡。
|
||||
- 数据驱动:绝大多数内容由配置定义,代码仅提供通用规则与执行器。
|
||||
|
||||
|
||||
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