v0.15: 叙事深化 + 放置平衡 + UX 增强
- loreLayers 多层碎片文本(8 碎片 × 2 层 = 16 层深层叙事,5 条暗线交织) - 永久加成 softcap(≤30 全额 / 30-100 ×0.5 / >100 ×0.25,防滚雪球) - 批量领取全部工程 + 工程完成 toast 通知 - StatsPanel 独立组件 + idle 统计行(永久加成/完成工程/产出晶体/历史) - Codex 分层渲染(L0 emerald 表层 / L1 amber 隐秘注脚 / L2 fuchsia 深层回响) - 修复 v0.14 双重计算 bug(idleTotalPerSec) - 严格 4 色全息,lint 零错误,agent-browser 端到端验证通过
This commit is contained in:
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@@ -1,25 +1,131 @@
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"use client";
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// 回响星核 / Echo Nexus — 记忆图谱(碎片叙事)
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import { useState } from "react";
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import { useGameStore, FRAGMENTS } from "@/store/gameStore";
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import { nextFragmentThreshold } from "@/store/gameStore";
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// 回响星核 / Echo Nexus — 记忆图谱(碎片叙事 + v0.15 多层文本)
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import { useState, useMemo } from "react";
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import { useShallow } from "zustand/react/shallow";
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import { useGameStore, FRAGMENTS, nextFragmentThreshold } from "@/store/gameStore";
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import { isLoreLayerUnlocked } from "@/lib/game/config";
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import { Card } from "@/components/ui/card";
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import { ScrollArea } from "@/components/ui/scroll-area";
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import { BookOpen, Lock, Sparkles } from "lucide-react";
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import type { Fragment } from "@/lib/game/types";
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import type { Fragment, FragmentLoreLayer } from "@/lib/game/types";
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const ERA_NAMES = ["", "寂灭前夜", "谐振纪", "飞升潮", "回响纪", "接触纪"];
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/** 锁定层用的乱码占位文本(视觉上像被加密的全息碎片) */
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const LOCKED_PLACEHOLDER =
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"▓░▒░ ▓▒░▒▓ ░▒▓░ ▒▓░▒░ ▓▒░ ▓░▒░▒ ░▒▓░▒ ▓░▒ ░▒▓░ ▒▓░▒▓░ ▓▒░░▒▓ ░▒▓ ▓░▒▒░ ▓▒░▓░▒ ░▒▓░ ▒▓░▒░ ▓▒░ ░▒▓░";
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/** 渲染单层叙事文本(已解锁 / 未解锁两态)。L1=amber / L2=fuchsia */
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function LoreLayerBlock({
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layer,
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unlocked,
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}: {
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layer: FragmentLoreLayer;
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unlocked: boolean;
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}) {
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const isL1 = layer.layer === 1;
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const accentText = isL1 ? "text-amber-300" : "text-fuchsia-300";
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const accentBorder = isL1 ? "border-amber-400/30" : "border-fuchsia-400/30";
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const accentBg = isL1 ? "bg-amber-950/20" : "bg-fuchsia-950/20";
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const accentBody = isL1 ? "text-amber-50/90" : "text-fuchsia-50/90";
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const accentChipBg = isL1 ? "bg-amber-500/15" : "bg-fuchsia-500/15";
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const accentChipText = isL1 ? "text-amber-300" : "text-fuchsia-300";
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const layerTag = isL1 ? "L1" : "L2";
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return (
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<div
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className={`rounded-lg border ${
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unlocked ? accentBorder : "border-white/5"
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} ${unlocked ? accentBg : "bg-black/20"} p-3`}
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>
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<div className="flex items-center justify-between mb-2 gap-2">
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<div className="flex items-center gap-1.5 min-w-0">
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<span
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className={`text-[9px] font-mono px-1.5 py-0.5 rounded shrink-0 ${
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unlocked ? `${accentChipBg} ${accentChipText}` : "bg-white/5 text-muted-foreground/60"
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}`}
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>
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{layerTag}
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</span>
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<span
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className={`text-[11px] font-semibold truncate ${
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unlocked ? accentText : "text-muted-foreground/70"
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}`}
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>
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{unlocked ? layer.title : "???"}
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</span>
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</div>
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{!unlocked && (
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<span className="flex items-center gap-1 text-[10px] text-amber-200/50 shrink-0">
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<Lock className="h-2.5 w-2.5" />
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<span className="font-mono hidden xs:inline sm:inline">{layer.unlockHint}</span>
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</span>
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)}
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</div>
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{unlocked ? (
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<p className={`text-[12px] leading-relaxed italic ${accentBody}`}>
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「{layer.text}」
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</p>
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) : (
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<p
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className="text-[12px] leading-relaxed blur-sm select-none text-muted-foreground/40 pointer-events-none"
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aria-hidden="true"
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>
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「{LOCKED_PLACEHOLDER}」
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</p>
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)}
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{!unlocked && (
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<div className="mt-2 pt-2 border-t border-white/5 text-[10px] text-amber-200/50">
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<span className="font-mono">🔒 {layer.unlockHint}</span>
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</div>
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)}
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</div>
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);
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}
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export function Codex() {
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const fragments = useGameStore((s) => s.fragments);
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const totalDecoded = useGameStore((s) => s.totalDecoded);
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// useShallow 一次性订阅所有判定所需的 state 切片
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const { fragments, totalDecoded, ascensions, contact, bossKills } = useGameStore(
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useShallow((s) => ({
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fragments: s.fragments,
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totalDecoded: s.totalDecoded,
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ascensions: s.ascensions,
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contact: s.contact,
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bossKills: s.bossKills,
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})),
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);
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const nextThreshold = nextFragmentThreshold(totalDecoded);
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const [selected, setSelected] = useState<Fragment | null>(null);
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// v0.1 只展示第一纪元
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const era1 = FRAGMENTS.filter((f) => f.era === 1);
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const era1 = useMemo(() => FRAGMENTS.filter((f) => f.era === 1), []);
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const unlockedCount = era1.filter((f) => fragments[f.id]).length;
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// 用于判定解锁的快照对象(结构匹配 isLoreLayerUnlocked 的 Pick)
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const stateSnapshot = {
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ascensions,
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totalDecoded,
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contact,
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fragments,
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bossKills,
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};
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// 深层叙事统计:所有 loreLayer 中已解锁数 / 总数
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const loreStats = useMemo(() => {
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let total = 0;
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let unlocked = 0;
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for (const f of era1) {
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if (!f.loreLayers) continue;
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for (const layer of f.loreLayers) {
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total += 1;
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if (isLoreLayerUnlocked(layer.unlock, stateSnapshot)) unlocked += 1;
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}
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}
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return { total, unlocked };
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}, [era1, ascensions, totalDecoded, contact, fragments, bossKills]);
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return (
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<div className="flex flex-col gap-2 h-full">
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<div className="flex items-center justify-between">
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@@ -32,6 +138,16 @@ export function Codex() {
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</span>
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</div>
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{/* v0.15 深层叙事统计 */}
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<div className="flex items-center justify-between text-[10px] px-1">
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<span className="text-muted-foreground/80">深层叙事</span>
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<span className="font-mono">
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<span className="text-amber-300">{loreStats.unlocked}</span>
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<span className="text-muted-foreground/60"> / {loreStats.total} </span>
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<span className="text-muted-foreground/60">已解锁</span>
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</span>
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</div>
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{nextThreshold && (
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<div className="text-[10px] text-muted-foreground/80 px-1">
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再解码 <span className="text-fuchsia-300 font-mono">{nextThreshold - totalDecoded}</span> 颗 → 下一个碎片
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@@ -42,6 +158,17 @@ export function Codex() {
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<div className="grid grid-cols-2 gap-2 pr-2">
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{era1.map((f, i) => {
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const unlocked = !!fragments[f.id];
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// 计算此碎片 L1 / L2 解锁状态(用于标题旁标记)
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const l1Layer = f.loreLayers?.find((l) => l.layer === 1);
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const l2Layer = f.loreLayers?.find((l) => l.layer === 2);
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const l1Unlocked = l1Layer
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? isLoreLayerUnlocked(l1Layer.unlock, stateSnapshot)
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: false;
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const l2Unlocked = l2Layer
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? isLoreLayerUnlocked(l2Layer.unlock, stateSnapshot)
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: false;
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const hasDeepUnlocked = l1Unlocked || l2Unlocked;
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return (
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<button
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key={f.id}
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@@ -69,7 +196,22 @@ export function Codex() {
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{unlocked ? (
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<>
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<div className="absolute -top-3 -right-3 h-12 w-12 rounded-full bg-fuchsia-500/20 blur-xl" />
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<Sparkles className="h-3 w-3 text-fuchsia-300 mb-1" />
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<div className="flex items-center gap-1 mb-1">
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<Sparkles className="h-3 w-3 text-fuchsia-300" />
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{hasDeepUnlocked && (
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<span
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className="flex items-center gap-0.5"
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title="此碎片含已解锁的深层文本"
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>
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{l1Unlocked && (
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<span className="inline-block h-1.5 w-1.5 rounded-full bg-amber-400 shadow-[0_0_4px_rgba(251,191,36,0.8)]" />
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)}
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{l2Unlocked && (
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<span className="inline-block h-1.5 w-1.5 rounded-full bg-fuchsia-400 shadow-[0_0_4px_rgba(232,121,249,0.8)]" />
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)}
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</span>
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)}
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</div>
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<div className="text-[11px] font-semibold text-fuchsia-100 leading-tight">
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{f.title}
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</div>
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@@ -91,14 +233,14 @@ export function Codex() {
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</div>
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</ScrollArea>
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{/* 详情弹层 */}
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{/* 详情弹层 — v0.15 分层渲染 */}
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{selected && (
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<div
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className="fixed inset-0 z-50 flex items-center justify-center p-4 bg-black/70 backdrop-blur-sm"
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onClick={() => setSelected(null)}
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>
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<Card
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className="max-w-md w-full p-5 bg-gradient-to-br from-fuchsia-950/60 to-black/80 border-fuchsia-400/40"
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className="max-w-md w-full max-h-[88vh] overflow-y-auto p-5 bg-gradient-to-br from-fuchsia-950/40 to-black/80 border-fuchsia-400/40 [scrollbar-width:thin] [scrollbar-color:rgba(232,121,249,0.4)_transparent]"
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onClick={(e) => e.stopPropagation()}
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style={{ boxShadow: "0 0 40px rgba(232,121,249,0.25)" }}
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>
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@@ -108,15 +250,52 @@ export function Codex() {
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第 {selected.era} 纪元 · {ERA_NAMES[selected.era] || ""}
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</span>
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</div>
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<h4 className="text-lg font-bold text-fuchsia-100 mb-3">
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<h4 className="text-lg font-bold text-fuchsia-100 mb-4">
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{selected.title}
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</h4>
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<p className="text-sm text-foreground/90 leading-relaxed italic">
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「{selected.echo}」
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</p>
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{/* L0 表层回响(永远显示,emerald 主题) */}
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<div className="rounded-lg border border-emerald-400/30 bg-emerald-950/20 p-3 mb-3">
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<div className="flex items-center gap-1.5 mb-2">
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<span className="text-[9px] font-mono px-1.5 py-0.5 rounded bg-emerald-500/15 text-emerald-300">
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L0
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</span>
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<span className="text-[11px] font-semibold text-emerald-300">
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表层回响
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</span>
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</div>
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<p className="text-[12px] leading-relaxed italic text-emerald-50/90">
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「{selected.echo}」
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</p>
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</div>
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{/* L1 / L2 深层叙事(条件渲染,按 layer 升序) */}
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{selected.loreLayers
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?.slice()
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.sort((a, b) => a.layer - b.layer)
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.map((layer) => {
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const unlocked = isLoreLayerUnlocked(layer.unlock, stateSnapshot);
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return (
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<div
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key={`${selected.id}-L${layer.layer}`}
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className="mt-3 first:mt-0"
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>
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<div className="border-t border-white/5 mb-3" />
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<LoreLayerBlock layer={layer} unlocked={unlocked} />
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</div>
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);
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})}
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{/* 若该碎片没有 loreLayers */}
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{!selected.loreLayers?.length && (
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<div className="mt-4 pt-3 border-t border-white/5 text-[10px] text-muted-foreground/50 italic">
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此碎片暂无更深层叙事。
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</div>
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)}
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<button
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onClick={() => setSelected(null)}
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className="mt-4 text-xs text-muted-foreground hover:text-foreground transition"
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className="mt-5 text-xs text-muted-foreground hover:text-foreground transition"
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>
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关闭
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</button>
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@@ -1,6 +1,7 @@
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"use client";
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// 回响星核 / Echo Nexus — v0.14 放置系统面板(主「放置」标签内容)
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import { useEffect, useMemo, useState } from "react";
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// v0.15:永久加成 softcap 展示 + 批量领取按钮
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import { useEffect, useMemo, useState, type ReactNode } from "react";
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import { useShallow } from "zustand/react/shallow";
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import { useGameStore } from "@/store/gameStore";
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import { Card } from "@/components/ui/card";
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@@ -21,6 +22,7 @@ import {
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formatReward,
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isIdleProjectUnlocked,
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} from "@/lib/game/idle";
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import { applyIdleSoftcap } from "@/lib/game/engine";
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import { formatNum, OFFLINE_CAP_HOURS } from "@/lib/game/config";
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import type { IdleProjectDef, IdleProjectSlot } from "@/lib/game/types";
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@@ -51,6 +53,8 @@ export function IdleOperationsPanel() {
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const startIdleProject = useGameStore((s) => s.startIdleProject);
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const cancelIdleProject = useGameStore((s) => s.cancelIdleProject);
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const claimIdleProject = useGameStore((s) => s.claimIdleProject);
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// v0.15:批量领取全部已完成工程
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const claimAllIdleProjects = useGameStore((s) => s.claimAllIdleProjects);
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// 本地 now 状态,每秒刷新倒计时
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const [now, setNow] = useState(() => Date.now());
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@@ -71,7 +75,12 @@ export function IdleOperationsPanel() {
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);
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const totalOutput = fleet.reduce((sum, f) => sum + f.outputPerSec, 0);
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const idleTotalPerSec = crystalsPerSec + idlePermanentBonus;
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// v0.15:softcap 有效/原始永久加成
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const rawPermBonus = idlePermanentBonus;
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const effectivePermBonus = applyIdleSoftcap(rawPermBonus);
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const isSoftcapped = effectivePermBonus < rawPermBonus;
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// crystalsPerSec 已包含 softcap 后的永久加成(recomputeStats 已应用)
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const idleTotalPerSec = crystalsPerSec;
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// 当前已运行/已完成的工程 id 集合(用于禁用"派遣"按钮)
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const runningProjectIds = useMemo(() => {
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@@ -82,6 +91,12 @@ export function IdleOperationsPanel() {
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return set;
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}, [idleProjectSlots]);
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// v0.15:可领取工程数量(用于"领取全部"按钮显示)
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const claimableCount = useMemo(
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() => idleProjectSlots.filter((s) => s !== null && s.completed).length,
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[idleProjectSlots]
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);
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return (
|
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<div className={`max-h-[520px] overflow-y-auto pr-1 ${SCROLLBAR_CLS} space-y-3`}>
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{/* ====== Section 1: 放置收益概览 ====== */}
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@@ -103,9 +118,16 @@ export function IdleOperationsPanel() {
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||||
/>
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<StatTile
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label="永久加成"
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value={`+${formatNum(idlePermanentBonus)}/s`}
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value={`+${formatNum(effectivePermBonus)}/s`}
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color="fuchsia"
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icon="✦"
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sub={
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isSoftcapped ? (
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<span className="text-[9px] text-amber-300/90 leading-tight mt-0.5 block">
|
||||
有效 +{formatNum(effectivePermBonus)}/s(原始 +{formatNum(rawPermBonus)}/s · 衰减中)
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</span>
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||||
) : null
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||||
}
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||||
/>
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<StatTile
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||||
label="完成工程"
|
||||
@@ -192,9 +214,23 @@ export function IdleOperationsPanel() {
|
||||
<h3 className="text-[11px] font-semibold text-fuchsia-300 tracking-wide flex items-center gap-1">
|
||||
<span className="text-sm">⚙</span> 放置工程槽位
|
||||
</h3>
|
||||
<span className="text-[10px] text-muted-foreground/70 font-mono">
|
||||
{idleProjectSlots.filter((s) => s !== null).length} / {IDLE_SLOT_COUNT}
|
||||
</span>
|
||||
<div className="flex items-center gap-1.5">
|
||||
<span className="text-[10px] text-muted-foreground/70 font-mono">
|
||||
{idleProjectSlots.filter((s) => s !== null).length} / {IDLE_SLOT_COUNT}
|
||||
</span>
|
||||
{/* v0.15:批量领取全部已完成工程(仅当有可领取项时显示) */}
|
||||
{claimableCount > 0 && (
|
||||
<Button
|
||||
size="sm"
|
||||
onClick={claimAllIdleProjects}
|
||||
className="h-5 px-2 text-[10px] gap-0.5 bg-emerald-500/15 border border-emerald-400/40 text-emerald-200 hover:bg-emerald-500/25 hover:text-emerald-100"
|
||||
title={`批量领取 ${claimableCount} 项已完成工程`}
|
||||
>
|
||||
<span className="text-[11px] leading-none">✓</span>
|
||||
领取全部
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<div className="grid grid-cols-1 sm:grid-cols-3 gap-1.5">
|
||||
{idleProjectSlots.map((slot, i) => (
|
||||
@@ -281,11 +317,14 @@ function StatTile({
|
||||
value,
|
||||
color,
|
||||
icon,
|
||||
sub,
|
||||
}: {
|
||||
label: string;
|
||||
value: string;
|
||||
color: keyof typeof IDLE_COLOR_CLASSES;
|
||||
icon: string;
|
||||
/** v0.15: 可选的副文本(如 softcap 提示),渲染在 value 下方 */
|
||||
sub?: ReactNode;
|
||||
}) {
|
||||
const c = IDLE_COLOR_CLASSES[color];
|
||||
return (
|
||||
@@ -297,6 +336,7 @@ function StatTile({
|
||||
<div className={`text-[13px] font-mono font-bold ${c.text} mt-0.5`}>
|
||||
{value}
|
||||
</div>
|
||||
{sub}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
"use client";
|
||||
// 回响星核 / Echo Nexus — 统计面板(v0.15 从 page.tsx 抽出为独立组件,useShallow 订阅)
|
||||
import { useEffect, useState } from "react";
|
||||
import { useShallow } from "zustand/react/shallow";
|
||||
import { useGameStore } from "@/store/gameStore";
|
||||
import { TECH_TREE, FRAGMENTS, formatNum } from "@/lib/game/config";
|
||||
import { ACHIEVEMENTS } from "@/lib/game/achievements";
|
||||
import { CONSTELLATION_PERKS } from "@/lib/game/constellation";
|
||||
import { loadLeaderboard } from "@/lib/game/beacon";
|
||||
|
||||
/**
|
||||
* 统计面板 — 综合统计 + 放置系统(idle)行。
|
||||
* v0.15 重构:从 page.tsx 内联函数抽出为独立组件,使用 useShallow 精细订阅避免 re-render。
|
||||
* 新增「放置工程历史」行:idleProjectHistory.length 条记录(最近 50 条,跨周目)。
|
||||
*/
|
||||
export function StatsPanel() {
|
||||
// 使用 useShallow 一次性订阅所有渲染所需字段,避免整个 store 变化触发 re-render
|
||||
const s = useGameStore(
|
||||
useShallow((st) => ({
|
||||
totalDecoded: st.totalDecoded,
|
||||
ascensions: st.ascensions,
|
||||
blueprintsLen: st.blueprints?.length ?? 0,
|
||||
techCount: Object.values(st.tech ?? {}).filter((v) => v > 0).length,
|
||||
fragmentsCount: Object.values(st.fragments ?? {}).filter(Boolean).length,
|
||||
achievementsCount: Object.values(st.achievements ?? {}).filter(Boolean)
|
||||
.length,
|
||||
constellationLen: st.constellation?.length ?? 0,
|
||||
contact: st.contact,
|
||||
crystalsPerSec: st.crystalsPerSec,
|
||||
crystalCap: st.crystalCap,
|
||||
insightMult: st.insightMult,
|
||||
totalExpeditions: st.totalExpeditions,
|
||||
bossKills: st.bossKills ?? 0,
|
||||
starTidesCount: (st.starTidesEncountered ?? []).length,
|
||||
chronicleLen: (st.chronicle ?? []).length,
|
||||
energy: st.energy,
|
||||
energyMax: st.energyMax,
|
||||
exploration: st.attributes?.exploration ?? 0,
|
||||
wisdom: st.attributes?.wisdom ?? 0,
|
||||
courage: st.attributes?.courage ?? 0,
|
||||
inspiration: st.attributes?.inspiration ?? 0,
|
||||
pendingAttrPoints: st.pendingAttrPoints ?? 0,
|
||||
idlePermanentBonus: st.idlePermanentBonus ?? 0,
|
||||
idleProjectsCompleted: st.idleStats?.projectsCompleted ?? 0,
|
||||
idleCrystalsFromIdle: st.idleStats?.crystalsFromIdle ?? 0,
|
||||
idleHistoryLen: (st.idleProjectHistory ?? []).length,
|
||||
}))
|
||||
);
|
||||
|
||||
// 深空信标本地排行榜最高分(独立 localStorage)
|
||||
const [beaconBest, setBeaconBest] = useState<number | null>(null);
|
||||
useEffect(() => {
|
||||
try {
|
||||
const lb = loadLeaderboard();
|
||||
// eslint-disable-next-line react-hooks/set-state-in-effect
|
||||
setBeaconBest(lb.length > 0 ? lb[0].score : null);
|
||||
} catch {
|
||||
setBeaconBest(null);
|
||||
}
|
||||
}, []);
|
||||
|
||||
const rows: { label: string; value: string }[] = [
|
||||
{ label: "累计解码晶体", value: `${s.totalDecoded} 颗` },
|
||||
{ label: "飞升周目", value: `${s.ascensions}` },
|
||||
{ label: "持有蓝图", value: `${s.blueprintsLen} / 6` },
|
||||
{ label: "已学技术", value: `${s.techCount} / ${TECH_TREE.length}` },
|
||||
{ label: "已获碎片", value: `${s.fragmentsCount} / ${FRAGMENTS.length}` },
|
||||
{ label: "已解锁成就", value: `${s.achievementsCount} / ${ACHIEVEMENTS.length}` },
|
||||
{
|
||||
label: "星图天赋",
|
||||
value: `${s.constellationLen} / ${CONSTELLATION_PERKS.length}`,
|
||||
},
|
||||
{ label: "接触进度", value: `${s.contact.toFixed(1)}%` },
|
||||
{ label: "晶体产能", value: `${s.crystalsPerSec.toFixed(2)} /s` },
|
||||
{ label: "仓库上限", value: `${formatNum(s.crystalCap)}` },
|
||||
{ label: "洞见倍率", value: `×${s.insightMult.toFixed(2)}` },
|
||||
{ label: "累计探险", value: `${s.totalExpeditions} 次` },
|
||||
{ label: "BOSS 击破", value: `${s.bossKills} 次` },
|
||||
{ label: "星潮亲历", value: `${s.starTidesCount} / 6` },
|
||||
{ label: "编年史条目", value: `${s.chronicleLen} 纪元` },
|
||||
{ label: "探险能量", value: `${Math.floor(s.energy)} / ${s.energyMax}` },
|
||||
{
|
||||
label: "信标最高分",
|
||||
value: beaconBest !== null ? formatNum(beaconBest) : "—",
|
||||
},
|
||||
{ label: "探索力", value: `${s.exploration} / 100` },
|
||||
{ label: "智慧", value: `${s.wisdom} / 100` },
|
||||
{ label: "勇气", value: `${s.courage} / 100` },
|
||||
{ label: "灵感", value: `${s.inspiration} / 100` },
|
||||
{ label: "待分配属性点", value: `${s.pendingAttrPoints}` },
|
||||
// === 放置系统(v0.14 + v0.15)===
|
||||
{ label: "放置永久加成", value: `+${formatNum(s.idlePermanentBonus)} /s` },
|
||||
{ label: "完成放置工程", value: `${s.idleProjectsCompleted} 项` },
|
||||
{ label: "放置产出晶体", value: formatNum(s.idleCrystalsFromIdle) },
|
||||
{ label: "放置工程历史", value: `${s.idleHistoryLen} 条` },
|
||||
];
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-2 gap-1.5 text-xs">
|
||||
{rows.map((r) => (
|
||||
<div
|
||||
key={r.label}
|
||||
className="flex items-center justify-between rounded-md bg-black/25 border border-white/5 px-2 py-1.5"
|
||||
>
|
||||
<span className="text-muted-foreground">{r.label}</span>
|
||||
<span className="font-mono text-foreground">{r.value}</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user