一个全随机的刷装备小游戏
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

131 lines
3.8 KiB

<template>
<div class="equip-dialog" v-if="equip">
<div class="coins">
{{ t('coins.0') }}:{{ userCoins }}
</div>
<Tooltip :infos="[ft('desc.1'), ft('desc.2'), ft('desc.3'), ft('desc.4')]" width="8rem">
<div class="descript">- {{ ft('desc.0') }} -</div>
</Tooltip>
<Equip :equip="equip" />
<EquipSelect v-model="material" :equips="materials" />
<div class='btn-div'>
<button class="button" @click="confirm.open(0, $event)" :disabled="!material">
{{ ft('need') }}{{ needCoins }} {{ ft('title') }}
</button>
</div>
</div>
<Confirm ref="confirm" width="8rem" :tip="ft('confirm.0')" :confirm="ft('confirm.1')" :cancel="ft('confirm.2')"
@confirm="confirmFusion" />
</template>
<script lang="ts" setup>
import { useStore } from "vuex";
import { reactive, onMounted, ref, computed, watch } from "vue";
import { useI18n } from "vue3-i18n";
import { createt } from "@/config/i18n";
import { Tooltip, Confirm } from "@/components";
import Equip from "./equip.vue";
import EquipSelect from "./equip-select.vue";
import * as config from "@/config";
const { t } = useI18n();
const ft = createt('fusion.');
const { state, commit, dispatch } = useStore();
const userCoins = computed(() => {
return state.playerAttribute.coins;
})
const material = ref();
const materials = ref<any>([])
const confirm = ref();
const rase = computed(() => {
if (!prop.equip || !material.value) {
return false;
}
const f1 = prop.equip.fusion;
const f2 = material.value.fusion;
const e1 = prop.equip.fusionEntry;
const e2 = material.value.fusionEntry;
if (f1 == 0 || !e1) {
return true;
}
if (f2 == 0 || !e2) {
return false;
}
return f1 == f2 && e1.type == e2.type;
});
const level = computed(() => {
let fusion = prop.equip.fusion;
return rase.value ? fusion + 1 : fusion;
})
const needCoins = computed(() => {
let factor = level.value - 1;
factor < 0 && (factor = 0);
return 100000000 * (5 ** factor);
})
const prop = defineProps({
equip: {
type: Object,
default: null
}
});
const setMaterils = () => {
if (level.value >= 3) {
materials.value = [];
return;
}
materials.value = state.grid.filter(equip => {
if (!equip) return false;
if (equip.quality.extraQuality != config.extra_quality[1]) return false;
if (equip.base.name != prop.equip.base.name) return false;
if (equip == prop.equip) return false;
if (prop.equip.fusion > 1 && (equip.fusion <= 1 || equip.fusionEntry.type != prop.equip.fusionEntry.type)) return false;
return true;
});
}
watch(() => prop.equip, (n) => {
if (n) {
setMaterils();
material.value = null;
}
})
const confirmFusion = () => {
if (userCoins.value < needCoins.value) {
commit("set_sys_info", { msg: t('stNoCoins'), type: "warning", });
return
}
const equip = prop.equip;
const creator = config[equip.type + 'ExtraEntry'];
const fusion = level.value;
const extraQuality = config.extra_quality[fusion - 2];
let lv = 100;
extraQuality && (lv += config.extra_quality_lv);
const type = fusion > 1 && rase.value ? equip.fusionEntry.type : null;
const entry = creator(config.qualitys[5], lv, extraQuality, type);
commit("add_player_coins", -1 * needCoins.value);
for (let i = 0; i < state.grid.length; i++) {
const tmp = state.grid[i];
if (tmp == material.value) {
state.grid[i] = null;
}
}
material.value = null;
equip.fusion = fusion;
equip.fusionEntry = entry;
dispatch('saveGame');
setMaterils();
}
onMounted(() => { });
</script>
<style lang="scss" scoped>
.btn-div {
width: 100%;
padding: 1rem;
}
</style>