refactor: 优化UI组件结构与积分系统

重构部分UI组件脚本结构,统一导入风格,提升可维护性。CardUnlockOverlay解锁条件弹窗改为列表展示,提升可读性。修复QueueNotifications滚动区域高度。ScrollableDialogContent增加最大高度。StarsBackground与ParticlesBg组件代码格式优化。App.vue引入玩家积分定时更新逻辑,NPC成长系统补充间谍探测器修复。
This commit is contained in:
谦君
2025-12-18 03:47:38 +08:00
parent 2e3ac1231f
commit 2ed15c4782
42 changed files with 1342 additions and 749 deletions

View File

@@ -3,12 +3,13 @@
* 提供跨模块共享的通用业务逻辑功能
*/
import { BuildingType, TechnologyType } from '@/types/game'
import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig } from '@/types/game'
import { BuildingType, TechnologyType, ShipType, DefenseType } from '@/types/game'
import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig, Player } from '@/types/game'
import { OfficerType } from '@/types/game'
import * as officerLogic from '@/logic/officerLogic'
import * as resourceLogic from '@/logic/resourceLogic'
import { scaleResources } from '@/utils/speed'
import { BUILDINGS, TECHNOLOGIES, SHIPS, DEFENSES } from '@/config/gameConfig'
/**
* 获取特定等级的升级条件
@@ -139,8 +140,128 @@ export const getMaxResearchQueue = (technologies: Partial<Record<TechnologyType,
/**
* 计算最大舰队任务数量
* @param additionalFleetSlots 军官提供的额外槽位数量
* @returns 最大舰队任务数量基础1个 + 军官加成最多10个
* @param computerTechnologyLevel 计算机技术等级
* @returns 最大舰队任务数量基础1个 + 计算机技术等级 + 军官加成最多20个
*/
export const getMaxFleetMissions = (additionalFleetSlots: number = 0): number => {
return Math.min(1 + additionalFleetSlots, 10)
export const getMaxFleetMissions = (additionalFleetSlots: number = 0, computerTechnologyLevel: number = 0): number => {
return Math.min(1 + computerTechnologyLevel + additionalFleetSlots, 20)
}
/**
* 计算建筑的总成本从等级1到目标等级的累计成本
* @param buildingType 建筑类型
* @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢)
*/
const calculateBuildingTotalCost = (buildingType: BuildingType, level: number): number => {
if (level <= 0) return 0
const config = BUILDINGS[buildingType]
if (!config) return 0
let totalCost = 0
const { baseCost, costMultiplier } = config
// 累加从等级1到目标等级的所有成本
for (let i = 1; i <= level; i++) {
const levelCost = {
metal: Math.floor(baseCost.metal * Math.pow(costMultiplier, i - 1)),
crystal: Math.floor(baseCost.crystal * Math.pow(costMultiplier, i - 1)),
deuterium: Math.floor(baseCost.deuterium * Math.pow(costMultiplier, i - 1))
}
totalCost += levelCost.metal + levelCost.crystal + levelCost.deuterium
}
return totalCost
}
/**
* 计算科技的总成本从等级1到目标等级的累计成本
* @param techType 科技类型
* @param level 目标等级
* @returns 总资源成本(金属+水晶+重氢)
*/
const calculateTechnologyTotalCost = (techType: TechnologyType, level: number): number => {
if (level <= 0) return 0
const config = TECHNOLOGIES[techType]
if (!config) return 0
let totalCost = 0
const { baseCost, costMultiplier } = config
// 累加从等级1到目标等级的所有成本
for (let i = 1; i <= level; i++) {
const levelCost = {
metal: Math.floor(baseCost.metal * Math.pow(costMultiplier, i - 1)),
crystal: Math.floor(baseCost.crystal * Math.pow(costMultiplier, i - 1)),
deuterium: Math.floor(baseCost.deuterium * Math.pow(costMultiplier, i - 1))
}
totalCost += levelCost.metal + levelCost.crystal + levelCost.deuterium
}
return totalCost
}
/**
* 计算单个舰船的成本
* @param shipType 舰船类型
* @returns 单个舰船的资源成本(金属+水晶+重氢)
*/
const calculateShipUnitCost = (shipType: ShipType): number => {
const config = SHIPS[shipType]
if (!config) return 0
return config.cost.metal + config.cost.crystal + config.cost.deuterium
}
/**
* 计算单个防御的成本
* @param defenseType 防御类型
* @returns 单个防御的资源成本(金属+水晶+重氢)
*/
const calculateDefenseUnitCost = (defenseType: DefenseType): number => {
const config = DEFENSES[defenseType]
if (!config) return 0
return config.cost.metal + config.cost.crystal + config.cost.deuterium
}
/**
* 计算玩家的总积分
* 积分规则:(建筑成本 + 科技成本 + 舰队成本 + 防御成本) / 1000
* @param player 玩家对象
* @returns 玩家总积分
*/
export const calculatePlayerPoints = (player: Player): number => {
let totalCost = 0
// 1. 计算所有星球的建筑成本
player.planets.forEach(planet => {
Object.entries(planet.buildings).forEach(([buildingType, level]) => {
totalCost += calculateBuildingTotalCost(buildingType as BuildingType, level)
})
})
// 2. 计算科技成本
Object.entries(player.technologies).forEach(([techType, level]) => {
totalCost += calculateTechnologyTotalCost(techType as TechnologyType, level)
})
// 3. 计算所有星球的舰队成本
player.planets.forEach(planet => {
Object.entries(planet.fleet).forEach(([shipType, count]) => {
totalCost += calculateShipUnitCost(shipType as ShipType) * count
})
})
// 4. 计算所有星球的防御成本
player.planets.forEach(planet => {
Object.entries(planet.defense).forEach(([defenseType, count]) => {
totalCost += calculateDefenseUnitCost(defenseType as DefenseType) * count
})
})
// 每1000资源 = 1积分
return Math.floor(totalCost / 1000)
}