"use client";
// 回响星核 / Echo Nexus — 游戏主入口
import { useState, useEffect } from "react";
import { StarfieldCanvas } from "@/components/game/StarfieldCanvas";
import { ResourceBar } from "@/components/game/ResourceBar";
import { CrystalOrb } from "@/components/game/CrystalOrb";
import { DecodePanel } from "@/components/game/DecodeArray";
import { TechTree } from "@/components/game/TechTree";
import { Codex } from "@/components/game/Codex";
import { PrestigeDialog } from "@/components/game/PrestigeDialog";
import { SettingsDialog } from "@/components/game/SettingsDialog";
import { ExpeditionPanel } from "@/components/game/ExpeditionPanel";
import { AchievementsPanel } from "@/components/game/AchievementsPanel";
import { AchievementNotifier } from "@/components/game/AchievementNotifier";
import { ConstellationPanel } from "@/components/game/ConstellationPanel";
import { ConstellationDialog } from "@/components/game/ConstellationDialog";
import { ChronicleDialog } from "@/components/game/ChronicleDialog";
import { BeaconPanel } from "@/components/game/BeaconPanel";
import { TutorialOverlay } from "@/components/game/TutorialOverlay";
import { OfflineReportDialog } from "@/components/game/OfflineReportDialog";
import { CruiseMode } from "@/components/game/CruiseMode";
import { AttributesPanel } from "@/components/game/AttributesPanel";
import { ExplorationRadar } from "@/components/game/ExplorationRadar";
import { RelicCodex } from "@/components/game/RelicCodex";
import {
StarTideNotifier,
StarTideIndicator,
StarTideOverlay,
} from "@/components/game/StarTide";
import { useGameLoop } from "@/hooks/useGameLoop";
import { useAudioSync } from "@/hooks/useAudio";
import { useGlobalTide } from "@/hooks/useGlobalTide";
import { useGameStore } from "@/store/gameStore";
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs";
import { Button } from "@/components/ui/button";
import {
Settings,
RotateCcw,
Sparkles,
Cpu,
BookOpen,
BarChart3,
Rocket,
Github,
Trophy,
Star,
Radio,
Navigation,
User,
Gem,
Zap,
Flame,
Database,
BookMarked,
} from "lucide-react";
import { TECH_TREE, FRAGMENTS, formatNum } from "@/lib/game/config";
import { ACHIEVEMENTS } from "@/lib/game/achievements";
import { TIDE_EVENTS } from "@/lib/game/starTide";
import { CONSTELLATION_PERKS } from "@/lib/game/constellation";
import { generateDailyChallenge, loadDailyProgress, loadLeaderboard } from "@/lib/game/beacon";
export default function Page() {
useGameLoop();
useAudioSync();
useGlobalTide();
const [prestigeOpen, setPrestigeOpen] = useState(false);
const [settingsOpen, setSettingsOpen] = useState(false);
const [constellationOpen, setConstellationOpen] = useState(false);
const [chronicleOpen, setChronicleOpen] = useState(false);
const [cruiseOpen, setCruiseOpen] = useState(false);
const [mounted, setMounted] = useState(false);
const contact = useGameStore((s) => s.contact);
const totalDecoded = useGameStore((s) => s.totalDecoded);
const crystalsPerSec = useGameStore((s) => s.crystalsPerSec);
const ascensions = useGameStore((s) => s.ascensions);
const ownedTech = useGameStore((s) => s.tech);
const ownedFragments = useGameStore((s) => s.fragments);
const ownedAchievements = useGameStore((s) => s.achievements);
const ownedConstellation = useGameStore((s) => s.constellation ?? []);
const pendingPerkChoices = useGameStore((s) => s.pendingPerkChoices);
const crystals = useGameStore((s) => s.crystals);
const crystalCap = useGameStore((s) => s.crystalCap);
const activeTide = useGameStore((s) => s.activeTide);
const globalTide = useGameStore((s) => s.globalTide);
const energy = useGameStore((s) => s.energy);
const hasActiveExpedition = useGameStore((s) => !!s.activeExpedition && !s.activeExpedition.finished);
const chronicleCount = useGameStore((s) => s.chronicle?.length ?? 0);
const pendingAttrPoints = useGameStore((s) => s.pendingAttrPoints ?? 0);
// 深空信标:检测是否有可领取的奖励(独立 localStorage)
const [beaconClaimable, setBeaconClaimable] = useState(false);
useEffect(() => {
let cancelled = false;
const check = () => {
try {
const c = generateDailyChallenge();
const p = loadDailyProgress();
if (!cancelled) {
setBeaconClaimable(p.completedAt !== null && !p.claimed && p.dateKey === c.dateKey);
}
} catch {
if (!cancelled) setBeaconClaimable(false);
}
};
check();
const id = setInterval(check, 2000);
return () => {
cancelled = true;
clearInterval(id);
};
}, []);
// 挂载检测:避免持久化 store 在 SSR/CSR 间产生 hydration 不一致
useEffect(() => {
// eslint-disable-next-line react-hooks/set-state-in-effect
setMounted(true);
}, []);
// 防止 SSR/CSR 不一致
if (!mounted) {
return (
);
}
const ownedTechCount = Object.values(ownedTech).filter((v) => v > 0).length;
const ownedFragCount = Object.values(ownedFragments).filter(Boolean).length;
const ownedAchCount = Object.values(ownedAchievements).filter(Boolean).length;
const canPrestige = contact >= 100;
const hasPendingPerk = pendingPerkChoices && pendingPerkChoices.length > 0;
// 仓库满仓警告
const warehouseFull = crystals >= crystalCap * 0.98;
// 目标提示
let goal = "点击中央晶体发起脉冲,累积记忆晶体";
if (totalDecoded === 0 && crystals >= 5) {
goal = "右侧「待解码晶体」点击一颗晶体,开始解码";
} else if (totalDecoded > 0 && ownedTechCount === 0) {
goal = "用洞见解锁技术树,提升产能";
} else if (totalDecoded > 0 && ownedFragCount < FRAGMENTS.length) {
goal = `继续解码,拼凑记忆图谱(${ownedFragCount}/${FRAGMENTS.length})`;
}
if (energy >= 1 && totalDecoded >= 3) {
goal = "「探险」标签可深入遗迹,获取丰厚奖励";
}
if (ascensions >= 1 && ownedConstellation.length > 0) {
goal = `星图天赋已觉醒 ${ownedConstellation.length}/18,继续飞升获取更多`;
}
if (warehouseFull) {
goal = "⚠ 仓库已满,产能浪费中!请解码晶体或升级仓库";
}
if (hasPendingPerk) {
goal = "✦ 星图觉醒!点击顶部「星图」按钮选择一道天赋";
}
if (activeTide) {
const tm = TIDE_EVENTS[activeTide.type];
const prefix = globalTide ? "🌐 全球星潮 · " : "";
goal = `${prefix}${tm.icon} 星潮「${tm.name}」进行中 · ${tm.desc}`;
}
if (canPrestige) goal = "✦ 接触进度已满,可发起飞升进入新周目";
return (
{/* 星空背景 */}
{/* 星潮背景叠层 */}
{/* 顶部 Header */}
{/* 主体 — v0.10 工单 #2 布局重构:反转左右比例,左栏紧凑晶体球,右栏扩展核心玩法 */}
{/* 左侧:脉冲晶体(紧凑模式) + 收益 + 探索雷达 */}
{/* 装饰光圈 */}
{/* v0.10 装饰全息环(缩小适应紧凑布局) */}
{/* 四角全息标记 */}
{/* 顶部状态条 */}
CRYSTAL CORE · ONLINE
{/* 晶体球区域(紧凑居中) */}
{/* v0.9 全息收益信息面板 */}
{/* v0.10 探索目标雷达(新增)— 填充留白,让晶体球区有价值 */}
{/* 右侧:解码 + 标签面板(v0.10 扩展,从 420px 扩到 1fr) */}
{/* 解码面板 */}
{/* 标签面板:探险 / 技术 / 星图 / 图谱 / 成就 / 信标 / 统计 / 角色 / 遗迹图鉴 */}
{/* v0.10 标签页响应式布局,小屏 3 列 3 行避免拥挤遮挡,大屏 9 列 */}
探险
{energy >= 1 && !hasActiveExpedition && (
)}
{hasActiveExpedition && (
)}
技术
星图
{hasPendingPerk && (
)}
图谱
成就
{ownedAchCount < ACHIEVEMENTS.length && (
)}
信标
{beaconClaimable && (
)}
统计
角色
{pendingAttrPoints > 0 && (
)}
图鉴
{/* 底部 Footer */}
{cruiseOpen &&
setCruiseOpen(false)} />}
);
}
/**
* v0.9 工单 #2:全息收益信息面板
* 在中央晶体球下方展示 4 项核心收益指标(产能 / 脉冲 / 连击 / 仓库),
* 让玩家明确感知晶体球的价值,缓解"占地方又没用"的反馈。
* 严格四色全息配色:emerald / rose / amber / fuchsia(禁止蓝色/靛色)。
*/
function CrystalYieldPanel() {
const crystalsPerSec = useGameStore((s) => s.crystalsPerSec);
const pulsePower = useGameStore((s) => s.pulsePower);
const combo = useGameStore((s) => s._combo);
const crystals = useGameStore((s) => s.crystals);
const crystalCap = useGameStore((s) => s.crystalCap);
// 连击倍率:1 + (combo - 1) * 0.15(仅 combo≥1 时生效)
const comboMult = combo >= 1 ? 1 + (combo - 1) * 0.15 : 1;
const comboHot = combo >= 3; // 连击≥3 高亮闪烁
// 仓库容量百分比
const fillPct = crystalCap > 0 ? (crystals / crystalCap) * 100 : 0;
const warehouseWarn = fillPct >= 90; // ≥90% 警告色 + pulse
return (
{/* 晶体产能 — emerald */}
晶体产能
{formatNum(crystalsPerSec)}
/s
{/* 主动脉冲 — rose */}
主动脉冲
{formatNum(pulsePower)}
{combo >= 1 && (
×{comboMult.toFixed(2)}
)}
{/* 当前连击 — amber,≥3 时高亮闪烁 */}
{/* 仓库容量 — fuchsia,≥90% 切 rose 警告色 + pulse */}
仓库容量
{formatNum(crystals)}
/{formatNum(crystalCap)}
);
}
function StatsPanel() {
const s = useGameStore();
const achCount = Object.values(s.achievements).filter(Boolean).length;
// 深空信标本地排行榜最高分(独立 localStorage)
const [beaconBest, setBeaconBest] = useState(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: "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.blueprints.length} / 6` },
{ label: "已学技术", value: `${Object.values(s.tech).filter((v) => v > 0).length} / ${TECH_TREE.length}` },
{ label: "已获碎片", value: `${Object.values(s.fragments).filter(Boolean).length} / ${FRAGMENTS.length}` },
{ label: "已解锁成就", value: `${achCount} / ${ACHIEVEMENTS.length}` },
{ label: "星图天赋", value: `${s.constellation?.length ?? 0} / ${CONSTELLATION_PERKS.length}` },
{ label: "接触进度", value: `${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: `${s.bossKills ?? 0} 次` },
{ label: "星潮亲历", value: `${(s.starTidesEncountered ?? []).length} / 9` },
{ label: "编年史条目", value: `${(s.chronicle ?? []).length} 纪元` },
{ label: "探险能量", value: `${Math.floor(s.energy)} / ${s.energyMax}` },
{ label: "信标最高分", value: beaconBest !== null ? formatNum(beaconBest) : "—" },
{ label: "探索力", value: `${s.attributes?.exploration ?? 0} / 100` },
{ label: "智慧", value: `${s.attributes?.wisdom ?? 0} / 100` },
{ label: "勇气", value: `${s.attributes?.courage ?? 0} / 100` },
{ label: "灵感", value: `${s.attributes?.inspiration ?? 0} / 100` },
{ label: "待分配属性点", value: `${s.pendingAttrPoints ?? 0}` },
];
return (
{rows.map((r) => (
{r.label}
{r.value}
))}
);
}