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集成Android平台相关目录与配置文件,包含Gradle构建脚本、资源文件、启动图标、Java入口、Proguard规则等,完善.gitignore以排除Android构建产物。更新CI流程,支持自动构建并发布Android APK。移除README中项目结构说明,简化文档。
This commit is contained in:
463
src/logic/achievementLogic.ts
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463
src/logic/achievementLogic.ts
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import {
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AchievementTier,
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BuildingType,
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TechnologyType,
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ShipType,
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DefenseType,
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type AchievementStats,
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type AchievementProgress,
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type AchievementReward,
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type Player,
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type Resources,
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type BattleResult
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} from '@/types/game'
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import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/config/achievementConfig'
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// 初始化空的成就统计数据
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export function initializeAchievementStats(): AchievementStats {
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const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => {
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acc[type] = 0
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return acc
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}, {} as Record<ShipType, number>)
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const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => {
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acc[type] = 0
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return acc
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}, {} as Record<DefenseType, number>)
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const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => {
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acc[type] = 0
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return acc
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}, {} as Record<BuildingType, number>)
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const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => {
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acc[type] = 0
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return acc
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}, {} as Record<TechnologyType, number>)
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return {
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// 资源统计
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totalMetalProduced: 0,
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totalCrystalProduced: 0,
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totalDeuteriumProduced: 0,
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totalDarkMatterProduced: 0,
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totalMetalConsumed: 0,
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totalCrystalConsumed: 0,
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totalDeuteriumConsumed: 0,
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totalDarkMatterConsumed: 0,
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// 建造统计
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buildingsUpgraded: 0,
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maxBuildingLevel: { ...emptyBuildingRecord },
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researchCompleted: 0,
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maxTechnologyLevel: { ...emptyTechRecord },
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shipsProduced: { ...emptyShipRecord },
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totalShipsProduced: 0,
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defensesBuilt: { ...emptyDefenseRecord },
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totalDefensesBuilt: 0,
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// 战斗统计
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attacksLaunched: 0,
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attacksWon: 0,
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attacksLost: 0,
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fleetLostInAttack: { ...emptyShipRecord },
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totalFleetLostInAttack: 0,
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debrisCreatedFromAttacks: 0,
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defensesSuccessful: 0,
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defensesFailed: 0,
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fleetLostInDefense: { ...emptyShipRecord },
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totalFleetLostInDefense: 0,
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defenseLostInDefense: { ...emptyDefenseRecord },
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totalDefenseLostInDefense: 0,
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enemyFleetDestroyedInDefense: { ...emptyShipRecord },
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totalEnemyFleetDestroyedInDefense: 0,
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debrisCreatedFromDefenses: 0,
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// 任务统计
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totalFlightMissions: 0,
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transportMissions: 0,
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transportedResources: 0,
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colonizations: 0,
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spyMissions: 0,
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deployments: 0,
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expeditionsTotal: 0,
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expeditionsSuccessful: 0,
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recyclingMissions: 0,
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recycledResources: 0,
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planetDestructions: 0,
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fuelConsumed: 0,
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// 外交统计
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friendlyNPCCount: 0,
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hostileNPCCount: 0,
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giftsSent: 0,
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giftResourcesTotal: 0,
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attackedByNPC: 0,
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spiedByNPC: 0,
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debrisRecycledByNPC: 0,
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debrisResourcesLostToNPC: 0
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}
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}
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// 初始化所有成就进度
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export function initializeAchievements(): Record<string, AchievementProgress> {
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const achievements: Record<string, AchievementProgress> = {}
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for (const config of ACHIEVEMENTS) {
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achievements[config.id] = {
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id: config.id,
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currentTier: null,
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currentValue: 0,
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tierUnlocks: {
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[AchievementTier.Bronze]: null,
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[AchievementTier.Silver]: null,
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[AchievementTier.Gold]: null,
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[AchievementTier.Platinum]: null,
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[AchievementTier.Diamond]: null
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}
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}
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}
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return achievements
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}
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// 获取成就的当前值
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function getAchievementValue(stats: AchievementStats, statKey: string, checkType: string): number {
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// 处理特殊的组合统计键
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if (statKey === 'totalResourcesConsumed') {
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return stats.totalMetalConsumed + stats.totalCrystalConsumed + stats.totalDeuteriumConsumed + stats.totalDarkMatterConsumed
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}
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if (statKey === 'totalDebrisCreated') {
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return stats.debrisCreatedFromAttacks + stats.debrisCreatedFromDefenses
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}
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if (statKey === 'totalFleetLost') {
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return stats.totalFleetLostInAttack + stats.totalFleetLostInDefense
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}
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// 处理普通统计键
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const value = stats[statKey as keyof AchievementStats]
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if (typeof value === 'number') {
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return value
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}
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// 处理 Record 类型的值(如果需要求和)
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if (checkType === 'sum' && typeof value === 'object') {
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return Object.values(value as Record<string, number>).reduce((a, b) => a + b, 0)
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}
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return 0
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}
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// 检查并更新成就进度,返回新解锁的成就
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export interface AchievementUnlock {
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id: string
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tier: AchievementTier
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reward: AchievementReward
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}
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export function checkAchievements(player: Player): AchievementUnlock[] {
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if (!player.achievementStats || !player.achievements) {
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return []
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}
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const unlocks: AchievementUnlock[] = []
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const stats = player.achievementStats
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const achievements = player.achievements
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for (const config of ACHIEVEMENTS) {
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const progress = achievements[config.id]
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if (!progress) continue
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// 获取当前值
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const currentValue = getAchievementValue(stats, config.statKey, config.checkType)
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progress.currentValue = currentValue
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// 检查每个等级
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for (const tierConfig of config.tiers) {
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// 如果已经解锁这个等级,跳过
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if (progress.tierUnlocks[tierConfig.tier] !== null) continue
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// 检查是否达到目标
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let achieved = false
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if (config.checkType === 'gte' || config.checkType === 'sum') {
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achieved = currentValue >= tierConfig.target
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} else if (config.checkType === 'eq') {
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achieved = currentValue === tierConfig.target
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} else if (config.checkType === 'max') {
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achieved = currentValue >= tierConfig.target
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}
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if (achieved) {
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// 解锁成就
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const now = Date.now()
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progress.tierUnlocks[tierConfig.tier] = now
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// 更新当前最高等级
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if (progress.currentTier === null || getTierIndex(tierConfig.tier) > getTierIndex(progress.currentTier)) {
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progress.currentTier = tierConfig.tier
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progress.unlockedAt = now
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}
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unlocks.push({
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id: config.id,
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tier: tierConfig.tier,
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reward: tierConfig.reward
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})
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}
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}
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}
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return unlocks
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}
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// 应用成就奖励
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export function applyAchievementReward(player: Player, reward: AchievementReward): void {
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const firstPlanet = player.planets[0]
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if (reward.darkMatter && firstPlanet) {
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// 奖励添加到第一个星球的资源中
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firstPlanet.resources.darkMatter += reward.darkMatter
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}
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if (reward.points) {
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player.points += reward.points
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}
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}
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// ==================== 统计更新函数 ====================
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// 更新资源生产统计
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export function updateResourceProductionStats(
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stats: AchievementStats,
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produced: { metal?: number; crystal?: number; deuterium?: number; darkMatter?: number }
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): void {
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if (produced.metal) stats.totalMetalProduced += produced.metal
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if (produced.crystal) stats.totalCrystalProduced += produced.crystal
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if (produced.deuterium) stats.totalDeuteriumProduced += produced.deuterium
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if (produced.darkMatter) stats.totalDarkMatterProduced += produced.darkMatter
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}
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// 更新资源消耗统计
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export function updateResourceConsumptionStats(stats: AchievementStats, consumed: Partial<Resources>): void {
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if (consumed.metal) stats.totalMetalConsumed += consumed.metal
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if (consumed.crystal) stats.totalCrystalConsumed += consumed.crystal
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if (consumed.deuterium) stats.totalDeuteriumConsumed += consumed.deuterium
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if (consumed.darkMatter) stats.totalDarkMatterConsumed += consumed.darkMatter
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}
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// 更新建筑升级统计
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export function updateBuildingStats(stats: AchievementStats, buildingType: BuildingType, level: number): void {
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stats.buildingsUpgraded += 1
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// 更新最高等级记录
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if (level > (stats.maxBuildingLevel[buildingType] || 0)) {
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stats.maxBuildingLevel[buildingType] = level
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}
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}
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// 更新科技研究统计
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export function updateResearchStats(stats: AchievementStats, techType: TechnologyType, level: number): void {
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stats.researchCompleted += 1
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// 更新最高等级记录
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if (level > (stats.maxTechnologyLevel[techType] || 0)) {
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stats.maxTechnologyLevel[techType] = level
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}
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}
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// 更新舰船生产统计
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export function updateShipProductionStats(stats: AchievementStats, shipType: ShipType, quantity: number): void {
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stats.shipsProduced[shipType] = (stats.shipsProduced[shipType] || 0) + quantity
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stats.totalShipsProduced += quantity
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}
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// 更新防御建造统计
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export function updateDefenseProductionStats(stats: AchievementStats, defenseType: DefenseType, quantity: number): void {
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stats.defensesBuilt[defenseType] = (stats.defensesBuilt[defenseType] || 0) + quantity
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stats.totalDefensesBuilt += quantity
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}
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// 更新攻击统计(玩家作为攻击者)
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export function updateAttackStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
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// 攻击也算飞行任务
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stats.totalFlightMissions += 1
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stats.attacksLaunched += 1
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if (won) {
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stats.attacksWon += 1
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} else if (battleResult.winner === 'defender') {
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stats.attacksLost += 1
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}
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// 记录攻击中损失的舰队
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if (battleResult.attackerLosses) {
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for (const [shipType, count] of Object.entries(battleResult.attackerLosses)) {
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if (count && count > 0) {
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stats.fleetLostInAttack[shipType as ShipType] = (stats.fleetLostInAttack[shipType as ShipType] || 0) + count
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stats.totalFleetLostInAttack += count
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}
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}
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}
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// 记录产生的残骸
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stats.debrisCreatedFromAttacks += debrisValue
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}
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// 更新防御统计(玩家作为防御者)
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export function updateDefenseStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
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if (won) {
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stats.defensesSuccessful += 1
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} else {
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stats.defensesFailed += 1
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}
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// 记录防御中损失的舰队
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if (battleResult.defenderLosses?.fleet) {
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for (const [shipType, count] of Object.entries(battleResult.defenderLosses.fleet)) {
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if (count && count > 0) {
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stats.fleetLostInDefense[shipType as ShipType] = (stats.fleetLostInDefense[shipType as ShipType] || 0) + count
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stats.totalFleetLostInDefense += count
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}
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}
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}
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// 记录防御中损失的防御设施
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if (battleResult.defenderLosses?.defense) {
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for (const [defenseType, count] of Object.entries(battleResult.defenderLosses.defense)) {
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if (count && count > 0) {
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stats.defenseLostInDefense[defenseType as DefenseType] = (stats.defenseLostInDefense[defenseType as DefenseType] || 0) + count
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stats.totalDefenseLostInDefense += count
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}
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}
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}
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// 记录防御中消灭的敌方舰队
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if (battleResult.attackerLosses) {
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for (const [shipType, count] of Object.entries(battleResult.attackerLosses)) {
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if (count && count > 0) {
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stats.enemyFleetDestroyedInDefense[shipType as ShipType] = (stats.enemyFleetDestroyedInDefense[shipType as ShipType] || 0) + count
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stats.totalEnemyFleetDestroyedInDefense += count
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}
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}
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}
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// 记录产生的残骸
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stats.debrisCreatedFromDefenses += debrisValue
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}
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// 更新飞行任务统计
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export function updateFlightMissionStats(stats: AchievementStats): void {
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stats.totalFlightMissions += 1
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}
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// 更新运输任务统计
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export function updateTransportStats(stats: AchievementStats, resourcesAmount: number): void {
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stats.transportMissions += 1
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stats.transportedResources += resourcesAmount
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}
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// 更新殖民统计
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export function updateColonizationStats(stats: AchievementStats): void {
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stats.colonizations += 1
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}
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// 更新侦查统计
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export function updateSpyStats(stats: AchievementStats): void {
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stats.spyMissions += 1
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}
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// 更新部署统计
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export function updateDeploymentStats(stats: AchievementStats): void {
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stats.deployments += 1
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}
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// 更新探险统计
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export function updateExpeditionStats(stats: AchievementStats, successful: boolean): void {
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stats.expeditionsTotal += 1
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if (successful) {
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stats.expeditionsSuccessful += 1
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}
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}
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// 更新回收统计
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export function updateRecyclingStats(stats: AchievementStats, resourcesAmount: number): void {
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stats.recyclingMissions += 1
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stats.recycledResources += resourcesAmount
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}
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// 更新行星毁灭统计
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export function updatePlanetDestructionStats(stats: AchievementStats): void {
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stats.planetDestructions += 1
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}
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// 更新燃料消耗统计
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export function updateFuelConsumptionStats(stats: AchievementStats, fuelAmount: number): void {
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stats.fuelConsumed += fuelAmount
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}
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// 更新友好NPC数量
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export function updateFriendlyNPCStats(stats: AchievementStats, count: number): void {
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stats.friendlyNPCCount = count
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}
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// 更新敌对NPC数量
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export function updateHostileNPCStats(stats: AchievementStats, count: number): void {
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stats.hostileNPCCount = count
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}
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// 更新送礼统计
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export function updateGiftStats(stats: AchievementStats, resourcesAmount: number): void {
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stats.giftsSent += 1
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stats.giftResourcesTotal += resourcesAmount
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}
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// 更新被NPC攻击统计
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export function updateAttackedByNPCStats(stats: AchievementStats): void {
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stats.attackedByNPC += 1
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}
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// 更新被NPC侦查统计
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export function updateSpiedByNPCStats(stats: AchievementStats): void {
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stats.spiedByNPC += 1
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}
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// 更新被NPC回收残骸统计
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||||
export function updateDebrisRecycledByNPCStats(stats: AchievementStats, resourcesAmount: number): void {
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stats.debrisRecycledByNPC += 1
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stats.debrisResourcesLostToNPC += resourcesAmount
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}
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// 获取成就的下一个目标
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export function getNextTarget(achievementId: string, currentTier: AchievementTier | null): number | null {
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const config = ACHIEVEMENT_MAP[achievementId]
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if (!config) return null
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const nextTier = getNextTier(currentTier)
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if (!nextTier) return null
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||||
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const tierConfig = config.tiers.find(t => t.tier === nextTier)
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return tierConfig?.target ?? null
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}
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// 获取成就进度百分比
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export function getAchievementProgress(achievementId: string, currentValue: number, currentTier: AchievementTier | null): number {
|
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const config = ACHIEVEMENT_MAP[achievementId]
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if (!config) return 0
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||||
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const nextTier = getNextTier(currentTier)
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if (!nextTier) return 100 // 已达到最高等级
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const tierConfig = config.tiers.find(t => t.tier === nextTier)
|
||||
if (!tierConfig) return 0
|
||||
|
||||
// 计算当前等级的起始值
|
||||
let startValue = 0
|
||||
if (currentTier) {
|
||||
const currentTierConfig = config.tiers.find(t => t.tier === currentTier)
|
||||
startValue = currentTierConfig?.target ?? 0
|
||||
}
|
||||
|
||||
const progress = ((currentValue - startValue) / (tierConfig.target - startValue)) * 100
|
||||
return Math.min(100, Math.max(0, progress))
|
||||
}
|
||||
Reference in New Issue
Block a user