feat: add loading screen with progress tracking
- Add async initialization with 6 phases: scanning_assets, loading_map, initializing_sects, generating_avatars, checking_llm, generating_initial_events - Add /api/init-status endpoint for frontend polling - Add /api/control/reinit endpoint for error recovery - Add LoadingOverlay.vue component with: - Progress ring with gradient - Phase text in xianxia style (rotating messages for LLM phase) - Tips that rotate every 5 seconds - Time-based background transparency (fades to 80% over 20s) - Backdrop blur effect - Error state with retry button - Preload map and avatars during LLM initialization for smoother UX - Add comprehensive tests for init status API
This commit is contained in:
118
web/src/App.vue
118
web/src/App.vue
@@ -1,33 +1,120 @@
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<script setup lang="ts">
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import { onMounted, onUnmounted, ref, watch } from 'vue'
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import { onMounted, onUnmounted, ref, watch, computed } from 'vue'
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import { NConfigProvider, darkTheme, NMessageProvider } from 'naive-ui'
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import { useWorldStore } from './stores/world'
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import { useUiStore } from './stores/ui'
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import { useSocketStore } from './stores/socket'
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import { gameApi } from './api/game'
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import { gameApi, type InitStatusDTO } from './api/game'
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import GameCanvas from './components/game/GameCanvas.vue'
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import InfoPanelContainer from './components/game/panels/info/InfoPanelContainer.vue'
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import StatusBar from './components/layout/StatusBar.vue'
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import EventPanel from './components/panels/EventPanel.vue'
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import SystemMenu from './components/SystemMenu.vue'
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import LoadingOverlay from './components/LoadingOverlay.vue'
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// Stores
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const worldStore = useWorldStore()
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const uiStore = useUiStore()
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const socketStore = useSocketStore()
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// 初始化状态 - 持续轮询
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const initStatus = ref<InitStatusDTO | null>(null)
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const gameInitialized = ref(false)
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const mapPreloaded = ref(false)
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let pollInterval: ReturnType<typeof setInterval> | null = null
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// 根据 spec: showLoading = initStatus !== 'ready'
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// 注意:
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// 1. initStatus 为 null 时显示加载界面(还没获取到状态)
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// 2. initStatus 不是 ready 时显示加载界面
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// 3. 前端还没初始化完成时也要显示加载界面
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const showLoading = computed(() => {
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if (initStatus.value === null) return true
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if (initStatus.value.status !== 'ready') return true
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if (!gameInitialized.value) return true
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return false
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})
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const showMenu = ref(false)
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// 启动时默认暂停,让用户选择"新游戏"或"加载存档"后再继续。
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const isManualPaused = ref(true)
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const menuDefaultTab = ref<'save' | 'load' | 'create' | 'delete' | 'llm'>('load')
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onMounted(async () => {
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// 初始化 Socket 连接
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socketStore.init()
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// 初始化世界状态
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// 可以提前加载地图的阶段(宗门初始化后地图数据就 ready 了)。
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const MAP_READY_PHASES = ['initializing_sects', 'generating_avatars', 'checking_llm', 'generating_initial_events']
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// 可以提前加载角色的阶段(world 创建后)。
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const AVATAR_READY_PHASES = ['checking_llm', 'generating_initial_events']
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const avatarsPreloaded = ref(false)
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// 轮询初始化状态
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async function pollInitStatus() {
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try {
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const res = await gameApi.fetchInitStatus()
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const prevStatus = initStatus.value?.status
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initStatus.value = res
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// 提前加载地图:当进入特定阶段且还没预加载过时。
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if (!mapPreloaded.value && MAP_READY_PHASES.includes(res.phase_name)) {
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mapPreloaded.value = true
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worldStore.preloadMap()
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}
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// 提前加载角色:当进入 checking_llm 或之后阶段。
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if (!avatarsPreloaded.value && AVATAR_READY_PHASES.includes(res.phase_name)) {
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avatarsPreloaded.value = true
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worldStore.preloadAvatars()
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}
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// 从非 ready 变为 ready 时,初始化前端
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// 注意:prevStatus 为 undefined 时也算"非 ready"
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if (prevStatus !== 'ready' && res.status === 'ready') {
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await initializeGame()
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// ready 后停止轮询
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stopPolling()
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}
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} catch (e) {
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console.error('Failed to fetch init status:', e)
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}
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}
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async function initializeGame() {
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if (gameInitialized.value) {
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// 重新加载存档时,重新初始化
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worldStore.reset()
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uiStore.clearSelection()
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}
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// 初始化 Socket 连接(如果未连接)
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if (!socketStore.isConnected) {
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socketStore.init()
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}
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// 初始化世界状态(获取地图、角色等数据)
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await worldStore.initialize()
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gameInitialized.value = true
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// 自动取消暂停,让游戏开始运行
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isManualPaused.value = false
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console.log('[App] Game initialized.')
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}
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function startPolling() {
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// 立即获取一次
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pollInitStatus()
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// 每秒轮询
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pollInterval = setInterval(pollInitStatus, 1000)
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}
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function stopPolling() {
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if (pollInterval) {
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clearInterval(pollInterval)
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pollInterval = null
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}
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}
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onMounted(() => {
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window.addEventListener('keydown', handleKeydown)
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startPolling()
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})
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// 导出方法供 socket store 调用
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@@ -42,18 +129,19 @@ function openLLMConfig() {
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onUnmounted(() => {
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socketStore.disconnect()
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window.removeEventListener('keydown', handleKeydown)
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stopPolling()
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})
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function handleKeydown(e: KeyboardEvent) {
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// 只在游戏界面响应键盘事件
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if (showLoading.value) return
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if (e.key === 'Escape') {
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if (uiStore.selectedTarget) {
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uiStore.clearSelection()
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} else {
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showMenu.value = !showMenu.value
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}
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} else if (e.key === ' ') {
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// Space to toggle pause? Optional but good UX
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// toggleManualPause()
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}
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}
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@@ -71,6 +159,9 @@ function toggleManualPause() {
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// 监听菜单状态和手动暂停状态,控制游戏暂停/继续
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watch([showMenu, isManualPaused], ([menuVisible, manualPaused]) => {
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// 只在游戏已准备好时控制暂停
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if (!gameInitialized.value) return
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if (menuVisible || manualPaused) {
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gameApi.pauseGame().catch(console.error)
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} else {
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@@ -82,6 +173,13 @@ watch([showMenu, isManualPaused], ([menuVisible, manualPaused]) => {
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<template>
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<n-config-provider :theme="darkTheme">
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<n-message-provider>
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<!-- Loading Overlay - 盖在游戏上面 -->
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<LoadingOverlay
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v-if="showLoading"
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:status="initStatus"
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/>
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<!-- Game UI - 始终渲染 -->
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<div class="app-layout">
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<StatusBar />
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@@ -94,6 +94,17 @@ export interface FetchEventsParams {
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limit?: number;
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}
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export interface InitStatusDTO {
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status: 'idle' | 'pending' | 'in_progress' | 'ready' | 'error';
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phase: number;
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phase_name: string;
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progress: number;
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elapsed_seconds: number;
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error: string | null;
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llm_check_failed: boolean;
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llm_error_message: string;
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}
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export const gameApi = {
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// --- World State ---
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@@ -213,5 +224,19 @@ export const gameApi = {
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query.set('keep_major', String(keepMajor));
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if (beforeMonthStamp !== undefined) query.set('before_month_stamp', String(beforeMonthStamp));
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return httpClient.delete<{ deleted: number }>(`/api/events/cleanup?${query}`);
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},
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// --- Init Status ---
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fetchInitStatus() {
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return httpClient.get<InitStatusDTO>('/api/init-status');
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},
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startNewGame() {
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return httpClient.post<{ status: string; message: string }>('/api/game/new', {});
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},
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reinitGame() {
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return httpClient.post<{ status: string; message: string }>('/api/control/reinit', {});
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}
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};
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441
web/src/components/LoadingOverlay.vue
Normal file
441
web/src/components/LoadingOverlay.vue
Normal file
@@ -0,0 +1,441 @@
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<script setup lang="ts">
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import { ref, computed, onMounted, onUnmounted, watch } from 'vue'
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import { gameApi, type InitStatusDTO } from '../api/game'
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const props = defineProps<{
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status: InitStatusDTO | null
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}>()
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// 阶段文案(鬼谷八荒风格)
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const phaseTexts: Record<string, string | string[]> = {
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'scanning_assets': '扫描天地资源',
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'loading_map': '构建洪荒山川',
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'initializing_sects': '宗门入世',
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'generating_avatars': '众修士降临',
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'checking_llm': '连通天道意志',
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'generating_initial_events': [
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'天道轮转,命运初显',
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'因果交织,机缘暗涌',
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'气运流转,风云将起',
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'众生沉浮,天机莫测',
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'劫数将至,各凭造化',
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'红尘万丈,道心初定',
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'缘起缘灭,皆是天意',
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'大道无形,万法归一',
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],
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'loading_save': '读取前世因果',
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'parsing_data': '解析天地法则',
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'restoring_state': '恢复时空位面',
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'finalizing': '万象归位',
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'complete': '天地初开',
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'': '混沌初始',
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}
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// 用于 generating_initial_events 阶段的轮换文案。
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const eventPhaseTextIndex = ref(0)
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// Tips 列表
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const tips = [
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'修行之路,贵在坚持。',
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'灵根虽重要,但心境更为关键。',
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'结交道友,可获意外之机缘。',
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'善用洞府,方能事半功倍。',
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'大道三千,殊途同归。',
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'天地灵气,时刻流转。',
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'心魔缠身,难成大道。',
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'筑基之前,切莫急躁。',
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'功法相克,知己知彼。',
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'渡劫之时,需借天时地利。',
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]
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const currentTip = ref(tips[Math.floor(Math.random() * tips.length)])
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const localElapsed = ref(0)
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let tipInterval: ReturnType<typeof setInterval> | null = null
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let elapsedInterval: ReturnType<typeof setInterval> | null = null
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const progress = computed(() => props.status?.progress ?? 0)
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const phaseText = computed(() => {
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const phaseName = props.status?.phase_name || ''
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const text = phaseTexts[phaseName] || phaseTexts['']
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if (Array.isArray(text)) {
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return text[eventPhaseTextIndex.value % text.length]
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}
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return text
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})
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const isError = computed(() => props.status?.status === 'error')
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const errorMessage = computed(() => props.status?.error || '未知错误')
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// 根据时间计算背景透明度:前5秒保持不透明,5-20秒逐渐透明到0.8。
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// 只影响背景,不影响内容亮度。
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const bgOpacity = computed(() => {
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const elapsed = localElapsed.value
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if (elapsed <= 5) return 1
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if (elapsed >= 20) return 0.8
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// 5秒 -> 1.0, 20秒 -> 0.8 (线性插值)。
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return 1 - (elapsed - 5) / 15 * 0.2
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})
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// SVG 圆环参数
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const radius = 90
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const circumference = 2 * Math.PI * radius
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const strokeDashoffset = computed(() => {
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return circumference - (progress.value / 100) * circumference
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})
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async function handleRetry() {
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localElapsed.value = 0
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try {
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await gameApi.reinitGame()
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} catch (e: any) {
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console.error('Reinit failed:', e)
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}
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}
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function startTimers() {
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// Tips 切换
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tipInterval = setInterval(() => {
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const idx = Math.floor(Math.random() * tips.length)
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currentTip.value = tips[idx]
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}, 5000)
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// 本地计时器 + 阶段文案轮换。
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elapsedInterval = setInterval(() => {
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localElapsed.value++
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// 每 3 秒切换一次 generating_initial_events 的文案。
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if (localElapsed.value % 3 === 0) {
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eventPhaseTextIndex.value++
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}
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}, 1000)
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}
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function stopTimers() {
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if (tipInterval) {
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clearInterval(tipInterval)
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tipInterval = null
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}
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if (elapsedInterval) {
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clearInterval(elapsedInterval)
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elapsedInterval = null
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}
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}
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// 当状态从 ready 变成其他时,重置
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watch(() => props.status?.status, (newStatus, oldStatus) => {
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if (oldStatus === 'ready' && newStatus !== 'ready') {
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localElapsed.value = 0
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}
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})
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onMounted(() => {
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startTimers()
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})
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onUnmounted(() => {
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stopTimers()
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})
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</script>
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<template>
|
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<div class="loading-overlay">
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<!-- 背景层 - 只有这层透明度变化 -->
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<div
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class="bg-layer"
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:style="{ opacity: bgOpacity }"
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></div>
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<!-- 背景装饰 -->
|
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<div class="bg-decoration" :style="{ opacity: bgOpacity }">
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<div class="glow glow-1"></div>
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<div class="glow glow-2"></div>
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</div>
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<!-- 主内容 -->
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<div class="content">
|
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<!-- 标题 -->
|
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<h1 class="title">AI 修仙世界模拟器</h1>
|
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<p class="subtitle">AI Cultivation World Simulator</p>
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|
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<!-- 进度圆环 -->
|
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<div class="progress-ring">
|
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<svg width="220" height="220" viewBox="0 0 220 220">
|
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<defs>
|
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<linearGradient id="progress-gradient" x1="0%" y1="0%" x2="100%" y2="100%">
|
||||
<stop offset="0%" style="stop-color:#00d4ff;stop-opacity:1" />
|
||||
<stop offset="100%" style="stop-color:#00ffa3;stop-opacity:1" />
|
||||
</linearGradient>
|
||||
<filter id="glow">
|
||||
<feGaussianBlur stdDeviation="3" result="coloredBlur"/>
|
||||
<feMerge>
|
||||
<feMergeNode in="coloredBlur"/>
|
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<feMergeNode in="SourceGraphic"/>
|
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</feMerge>
|
||||
</filter>
|
||||
</defs>
|
||||
<!-- 背景圆环 -->
|
||||
<circle
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class="track"
|
||||
cx="110"
|
||||
cy="110"
|
||||
:r="radius"
|
||||
/>
|
||||
<!-- 进度圆环 -->
|
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<circle
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class="progress"
|
||||
:class="{ error: isError }"
|
||||
cx="110"
|
||||
cy="110"
|
||||
:r="radius"
|
||||
:stroke-dasharray="circumference"
|
||||
:stroke-dashoffset="strokeDashoffset"
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||||
filter="url(#glow)"
|
||||
/>
|
||||
</svg>
|
||||
|
||||
<!-- 圆环内容 -->
|
||||
<div class="ring-content">
|
||||
<div class="percentage" :class="{ error: isError }">
|
||||
{{ isError ? '!' : progress + '%' }}
|
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</div>
|
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<div class="phase-text">{{ isError ? '初始化失败' : phaseText }}</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 错误信息 -->
|
||||
<div v-if="isError" class="error-section">
|
||||
<p class="error-message">{{ errorMessage }}</p>
|
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<button class="retry-btn" @click="handleRetry">
|
||||
重新初始化
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<!-- Tips -->
|
||||
<div v-else class="tips-section">
|
||||
<div class="tips-label">修行小贴士</div>
|
||||
<div class="tips">{{ currentTip }}</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 底部信息 -->
|
||||
<div class="footer">
|
||||
<div class="elapsed">已等待 {{ localElapsed }} 秒</div>
|
||||
<div class="version">v1.1.0</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style scoped>
|
||||
.loading-overlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
z-index: 9999;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
/* 背景层 - 只有这层会变透明,带模糊效果 */
|
||||
.bg-layer {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
background: rgba(10, 10, 18, 0.85);
|
||||
backdrop-filter: blur(8px);
|
||||
-webkit-backdrop-filter: blur(8px);
|
||||
transition: opacity 0.5s ease;
|
||||
}
|
||||
|
||||
/* 背景装饰 */
|
||||
.bg-decoration {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
overflow: hidden;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.glow {
|
||||
position: absolute;
|
||||
border-radius: 50%;
|
||||
filter: blur(80px);
|
||||
opacity: 0.15;
|
||||
}
|
||||
|
||||
.glow-1 {
|
||||
width: 400px;
|
||||
height: 400px;
|
||||
background: #00d4ff;
|
||||
top: 10%;
|
||||
left: 20%;
|
||||
animation: float 8s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.glow-2 {
|
||||
width: 300px;
|
||||
height: 300px;
|
||||
background: #00ffa3;
|
||||
bottom: 20%;
|
||||
right: 15%;
|
||||
animation: float 6s ease-in-out infinite reverse;
|
||||
}
|
||||
|
||||
@keyframes float {
|
||||
0%, 100% { transform: translate(0, 0); }
|
||||
50% { transform: translate(30px, -20px); }
|
||||
}
|
||||
|
||||
/* 主内容 */
|
||||
.content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
.title {
|
||||
font-size: 42px;
|
||||
font-weight: 300;
|
||||
letter-spacing: 16px;
|
||||
margin: 0 0 8px 16px;
|
||||
background: linear-gradient(135deg, #fff 0%, rgba(255,255,255,0.8) 100%);
|
||||
-webkit-background-clip: text;
|
||||
-webkit-text-fill-color: transparent;
|
||||
background-clip: text;
|
||||
}
|
||||
|
||||
.subtitle {
|
||||
font-size: 12px;
|
||||
letter-spacing: 4px;
|
||||
color: rgba(255, 255, 255, 0.3);
|
||||
margin: 0 0 50px 0;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
/* 进度圆环 */
|
||||
.progress-ring {
|
||||
width: 220px;
|
||||
height: 220px;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.progress-ring svg {
|
||||
transform: rotate(-90deg);
|
||||
}
|
||||
|
||||
.progress-ring circle.track {
|
||||
fill: none;
|
||||
stroke: rgba(255, 255, 255, 0.06);
|
||||
stroke-width: 4;
|
||||
}
|
||||
|
||||
.progress-ring circle.progress {
|
||||
fill: none;
|
||||
stroke: url(#progress-gradient);
|
||||
stroke-width: 4;
|
||||
stroke-linecap: round;
|
||||
transition: stroke-dashoffset 0.5s ease;
|
||||
}
|
||||
|
||||
.progress-ring circle.progress.error {
|
||||
stroke: #ff6b6b;
|
||||
}
|
||||
|
||||
.ring-content {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.percentage {
|
||||
font-size: 48px;
|
||||
font-weight: 200;
|
||||
color: #fff;
|
||||
letter-spacing: 2px;
|
||||
}
|
||||
|
||||
.percentage.error {
|
||||
color: #ff6b6b;
|
||||
font-size: 56px;
|
||||
}
|
||||
|
||||
.phase-text {
|
||||
font-size: 13px;
|
||||
color: rgba(255, 255, 255, 0.5);
|
||||
margin-top: 8px;
|
||||
letter-spacing: 2px;
|
||||
}
|
||||
|
||||
/* 错误区域 */
|
||||
.error-section {
|
||||
margin-top: 40px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 20px;
|
||||
}
|
||||
|
||||
.error-message {
|
||||
color: rgba(255, 107, 107, 0.9);
|
||||
font-size: 14px;
|
||||
max-width: 300px;
|
||||
text-align: center;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.retry-btn {
|
||||
padding: 12px 32px;
|
||||
background: transparent;
|
||||
border: 1px solid rgba(255, 107, 107, 0.4);
|
||||
border-radius: 24px;
|
||||
color: rgba(255, 107, 107, 0.9);
|
||||
font-size: 14px;
|
||||
cursor: pointer;
|
||||
transition: all 0.3s ease;
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
|
||||
.retry-btn:hover {
|
||||
background: rgba(255, 107, 107, 0.1);
|
||||
border-color: rgba(255, 107, 107, 0.6);
|
||||
}
|
||||
|
||||
/* Tips 区域 */
|
||||
.tips-section {
|
||||
margin-top: 50px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.tips-label {
|
||||
font-size: 11px;
|
||||
color: rgba(255, 255, 255, 0.25);
|
||||
letter-spacing: 3px;
|
||||
text-transform: uppercase;
|
||||
margin-bottom: 12px;
|
||||
}
|
||||
|
||||
.tips {
|
||||
font-size: 14px;
|
||||
color: rgba(255, 255, 255, 0.45);
|
||||
max-width: 300px;
|
||||
line-height: 1.6;
|
||||
transition: opacity 0.3s ease;
|
||||
}
|
||||
|
||||
/* 底部 */
|
||||
.footer {
|
||||
position: absolute;
|
||||
bottom: 24px;
|
||||
left: 0;
|
||||
right: 0;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
padding: 0 32px;
|
||||
}
|
||||
|
||||
.elapsed, .version {
|
||||
font-size: 11px;
|
||||
color: rgba(255, 255, 255, 0.2);
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
</style>
|
||||
@@ -49,17 +49,16 @@ async function handleLoad(filename: string) {
|
||||
|
||||
loading.value = true
|
||||
try {
|
||||
// 调用后端加载存档,后端会设置 init_status = "in_progress"
|
||||
// App.vue 的轮询会检测到状态变化,显示加载界面,并在 ready 后重新初始化前端
|
||||
await gameApi.loadGame(filename)
|
||||
worldStore.reset()
|
||||
uiStore.clearSelection()
|
||||
await worldStore.initialize()
|
||||
message.success('读档成功')
|
||||
// 关闭菜单,让加载界面显示出来
|
||||
emit('close')
|
||||
} catch (e) {
|
||||
message.error('读档失败')
|
||||
} finally {
|
||||
loading.value = false
|
||||
}
|
||||
// 注意:不在这里设置 loading.value = false,因为菜单会关闭
|
||||
}
|
||||
|
||||
watch(() => props.mode, () => {
|
||||
|
||||
@@ -128,13 +128,10 @@ export const useWorldStore = defineStore('world', () => {
|
||||
isLoaded.value = true;
|
||||
}
|
||||
|
||||
async function initialize() {
|
||||
// 提前加载地图数据(在 LLM 初始化期间可用)。
|
||||
async function preloadMap() {
|
||||
try {
|
||||
const [stateRes, mapRes] = await Promise.all([
|
||||
gameApi.fetchInitialState(),
|
||||
gameApi.fetchMap()
|
||||
]);
|
||||
|
||||
const mapRes = await gameApi.fetchMap();
|
||||
mapData.value = mapRes.data;
|
||||
if (mapRes.config) {
|
||||
frontendConfig.value = mapRes.config;
|
||||
@@ -142,11 +139,60 @@ export const useWorldStore = defineStore('world', () => {
|
||||
const regionMap = new Map();
|
||||
mapRes.regions.forEach(r => regionMap.set(r.id, r));
|
||||
regions.value = regionMap;
|
||||
// 标记地图已加载,让 MapLayer 可以渲染。
|
||||
isLoaded.value = true;
|
||||
console.log('[WorldStore] Map preloaded');
|
||||
} catch (e) {
|
||||
console.warn('[WorldStore] Failed to preload map, will retry on initialize', e);
|
||||
}
|
||||
}
|
||||
|
||||
applyStateSnapshot(stateRes);
|
||||
// 提前加载角色数据(在 checking_llm 阶段 world 已创建)。
|
||||
async function preloadAvatars() {
|
||||
try {
|
||||
const stateRes = await gameApi.fetchInitialState();
|
||||
// 只更新角色,不标记完全初始化。
|
||||
const avatarMap = new Map();
|
||||
if (stateRes.avatars) {
|
||||
stateRes.avatars.forEach(av => avatarMap.set(av.id, av));
|
||||
}
|
||||
avatars.value = avatarMap;
|
||||
setTime(stateRes.year, stateRes.month);
|
||||
console.log('[WorldStore] Avatars preloaded:', avatarMap.size);
|
||||
} catch (e) {
|
||||
console.warn('[WorldStore] Failed to preload avatars, will retry on initialize', e);
|
||||
}
|
||||
}
|
||||
|
||||
async function initialize() {
|
||||
try {
|
||||
// 如果地图还没加载,一起加载。
|
||||
const needMapLoad = mapData.value.length === 0;
|
||||
|
||||
if (needMapLoad) {
|
||||
const [stateRes, mapRes] = await Promise.all([
|
||||
gameApi.fetchInitialState(),
|
||||
gameApi.fetchMap()
|
||||
]);
|
||||
|
||||
mapData.value = mapRes.data;
|
||||
if (mapRes.config) {
|
||||
frontendConfig.value = mapRes.config;
|
||||
}
|
||||
const regionMap = new Map();
|
||||
mapRes.regions.forEach(r => regionMap.set(r.id, r));
|
||||
regions.value = regionMap;
|
||||
|
||||
applyStateSnapshot(stateRes);
|
||||
} else {
|
||||
// 地图已预加载,只需获取状态。
|
||||
const stateRes = await gameApi.fetchInitialState();
|
||||
applyStateSnapshot(stateRes);
|
||||
}
|
||||
|
||||
// 从分页 API 加载事件。
|
||||
await resetEvents({});
|
||||
|
||||
} catch (e) {
|
||||
console.error('Failed to initialize world', e);
|
||||
}
|
||||
@@ -274,7 +320,9 @@ export const useWorldStore = defineStore('world', () => {
|
||||
frontendConfig,
|
||||
currentPhenomenon,
|
||||
phenomenaList,
|
||||
// Functions.
|
||||
|
||||
preloadMap,
|
||||
preloadAvatars,
|
||||
initialize,
|
||||
fetchState,
|
||||
handleTick,
|
||||
|
||||
Reference in New Issue
Block a user