diff --git a/src/App.vue b/src/App.vue index c9fc9d9..323ed28 100644 --- a/src/App.vue +++ b/src/App.vue @@ -414,8 +414,6 @@ - - @@ -478,12 +476,6 @@ import { useTheme } from '@/composables/useTheme' import { useI18n } from '@/composables/useI18n' import { useGameConfig } from '@/composables/useGameConfig' - import { useGameLoop } from '@/composables/useGameLoop' - import { createGameEngine, type GameEngine } from '@/services/gameEngine' - import { createMissionEngine, type MissionEngine } from '@/services/missionEngine' - import { createNpcEngine, type NpcEngine } from '@/services/npcEngine' - import { createEconomyEngine, type EconomyEngine } from '@/services/economyEngine' - import { createProgressionEngine, type ProgressionEngine } from '@/services/progressionEngine' import { localeNames, detectBrowserLocale, type Locale } from '@/locales' import { Button } from '@/components/ui/button' import { Badge } from '@/components/ui/badge' @@ -526,8 +518,9 @@ import HintToast from '@/components/notifications/HintToast.vue' import BackToTop from '@/components/common/BackToTop.vue' import Sonner from '@/components/ui/sonner/Sonner.vue' - import DebugOverlay from '@/components/debug/DebugOverlay.vue' - import { BuildingType, TechnologyType } from '@/types/game' + import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType } from '@/types/game' + import type { FleetMission, NPC, MissileAttack } from '@/types/game' + import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import type { VersionInfo } from '@/utils/versionCheck' import { formatNumber, getResourceColor } from '@/utils/format' import { scaleNumber, scaleResources } from '@/utils/speed' @@ -557,15 +550,21 @@ Crown, Scroll } from 'lucide-vue-next' + import * as gameLogic from '@/logic/gameLogic' import * as planetLogic from '@/logic/planetLogic' import * as officerLogic from '@/logic/officerLogic' import * as buildingValidation from '@/logic/buildingValidation' import * as resourceLogic from '@/logic/resourceLogic' import * as researchValidation from '@/logic/researchValidation' + import * as fleetLogic from '@/logic/fleetLogic' + import * as shipLogic from '@/logic/shipLogic' + import * as npcGrowthLogic from '@/logic/npcGrowthLogic' + import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic' + import * as diplomaticLogic from '@/logic/diplomaticLogic' import * as publicLogic from '@/logic/publicLogic' import * as oreDepositLogic from '@/logic/oreDepositLogic' - import { generateRandomPosition, generatePositionKey, shouldInitializeGame, initializePlayer } from '@/logic/gameLogic' - import { countOldFormatNPCs, updateNPCName } from '@/logic/npcNameGenerator' + import * as campaignLogic from '@/logic/campaignLogic' + import { generateNPCName, countOldFormatNPCs, updateNPCName } from '@/logic/npcNameGenerator' import pkg from '../package.json' import { toast } from 'vue-sonner' import { migrateGameData } from '@/utils/migration' @@ -602,14 +601,14 @@ const sidebarOpen = ref(window.innerWidth >= 1024) // 移动端资源栏展开状态 const resourceBarExpanded = ref(false) - // 游戏引擎 - let gameEngine: GameEngine | null = null - let missionEngine: MissionEngine | null = null - let npcEngine: NpcEngine | null = null - let economyEngine: EconomyEngine | null = null - let progressionEngine: ProgressionEngine | null = null + const npcUpdateCounter = ref(0) // 累计秒数 + const NPC_UPDATE_INTERVAL = 5 // 每1秒更新一次NPC,确保发育速度与玩家相当 + // NPC行为系统更新函数(侦查和攻击决策) + const npcBehaviorCounter = ref(0) + const NPC_BEHAVIOR_INTERVAL = 5 // 每5秒检查一次NPC行为 // 游戏循环定时器 + const gameLoop = ref | null>(null) const pointsUpdateInterval = ref | null>(null) const konamiCleanup = ref<(() => void) | null>(null) const versionCheckInterval = ref | null>(null) // 重命名星球相关状态 @@ -819,7 +818,7 @@ } const initGame = async () => { - const shouldInit = shouldInitializeGame(gameStore.player.planets) + const shouldInit = gameLogic.shouldInitializeGame(gameStore.player.planets) if (!shouldInit) { const now = Date.now() // 迁移矿脉储量数据(为没有矿脉数据的星球初始化) @@ -859,7 +858,7 @@ return } - gameStore.player = initializePlayer(gameStore.player.id, t('common.playerName')) + gameStore.player = gameLogic.initializePlayer(gameStore.player.id, t('common.playerName')) const initialPlanet = planetLogic.createInitialPlanet(gameStore.player.id, t('planet.homePlanet')) gameStore.player.planets = [initialPlanet] gameStore.currentPlanetId = initialPlanet.id @@ -872,14 +871,926 @@ const generateNPCPlanets = () => { const npcCount = 200 for (let i = 0; i < npcCount; i++) { - const position = generateRandomPosition() - const key = generatePositionKey(position.galaxy, position.system, position.position) + const position = gameLogic.generateRandomPosition() + const key = gameLogic.generatePositionKey(position.galaxy, position.system, position.position) if (universeStore.planets[key]) continue const npcPlanet = planetLogic.createNPCPlanet(i, position, t('planet.planetPrefix')) universeStore.planets[key] = npcPlanet } } + const updateGame = async () => { + const now = Date.now() + if (gameStore.isPaused) return + gameStore.gameTime = now + // 检查军官过期 + gameLogic.checkOfficersExpiration(gameStore.player.officers, now) + // 处理游戏更新(建造队列、研究队列等) + const result = gameLogic.processGameUpdate(gameStore.player, now, gameStore.gameSpeed, handleNotification, handleUnlockNotification) + gameStore.player.researchQueue = result.updatedResearchQueue + // 处理舰队任务 + gameStore.player.fleetMissions.forEach(mission => { + if (mission.status === 'outbound' && now >= mission.arrivalTime) { + processMissionArrival(mission) + } else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { + processMissionReturn(mission) + } + }) + + // 处理导弹攻击任务(使用反向循环以便安全删除) + for (let i = gameStore.player.missileAttacks.length - 1; i >= 0; i--) { + const missileAttack = gameStore.player.missileAttacks[i] + if (missileAttack && missileAttack.status === 'flying' && now >= missileAttack.arrivalTime) { + await processMissileAttackArrival(missileAttack) + // 导弹攻击是单程的,到达后直接从数组中移除 + gameStore.player.missileAttacks.splice(i, 1) + } + } + + // 处理NPC舰队任务 + npcStore.npcs.forEach(npc => { + if (npc.fleetMissions) { + npc.fleetMissions.forEach(mission => { + if (mission.status === 'outbound' && now >= mission.arrivalTime) { + processNPCMissionArrival(npc, mission) + } else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { + processNPCMissionReturn(npc, mission) + } + }) + } + }) + + // NPC成长系统更新 + updateNPCGrowth(1) + + // NPC行为系统更新(侦查和攻击决策) + updateNPCBehavior(1) + + // 检查成就解锁 + checkAchievementUnlocks() + + // 检查战役任务进度 + if (gameStore.player.campaignProgress) { + campaignLogic.checkAllActiveQuestsProgress(gameStore.player, npcStore.npcs) + } + + // 检查并处理被消灭的NPC(所有星球都被摧毁的NPC) + const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale) + if (eliminatedNpcIds.length > 0) { + // 从universeStore中移除被消灭NPC的星球数据,并收集需要清理的任务ID + const missionIdsToRemove: string[] = [] + eliminatedNpcIds.forEach(npcId => { + const npc = npcStore.npcs.find(n => n.id === npcId) + if (npc) { + // 遍历NPC的所有星球,从universeStore中删除 + if (npc.planets) { + npc.planets.forEach(planet => { + const planetKey = gameLogic.generatePositionKey(planet.position.galaxy, planet.position.system, planet.position.position) + if (universeStore.planets[planetKey]) { + delete universeStore.planets[planetKey] + } + }) + } + // 收集该NPC所有任务的ID(用于清理玩家的警报) + if (npc.fleetMissions) { + npc.fleetMissions.forEach(m => missionIdsToRemove.push(m.id)) + } + } + }) + + // 清理玩家的即将到来舰队警报(移除已消灭NPC的任务警报) + if (gameStore.player.incomingFleetAlerts && missionIdsToRemove.length > 0) { + gameStore.player.incomingFleetAlerts = gameStore.player.incomingFleetAlerts.filter(alert => !missionIdsToRemove.includes(alert.id)) + } + + // 从NPC列表中移除被消灭的NPC + npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id)) + } + } + + const processMissionArrival = async (mission: FleetMission) => { + // 从宇宙星球地图中查找目标星球 + const targetKey = gameLogic.generatePositionKey( + mission.targetPosition.galaxy, + mission.targetPosition.system, + mission.targetPosition.position + ) + // 先从玩家星球中查找,再从宇宙地图中查找 + // 如果任务指定了targetIsMoon,需要精确匹配行星或月球 + const targetPlanet = + gameStore.player.planets.find(p => { + const positionMatch = + p.position.galaxy === mission.targetPosition.galaxy && + p.position.system === mission.targetPosition.system && + p.position.position === mission.targetPosition.position + // 如果任务明确指定目标类型,按类型匹配 + if (mission.targetIsMoon !== undefined) { + return positionMatch && p.isMoon === mission.targetIsMoon + } + // 兼容旧任务:默认优先匹配行星(非月球) + return positionMatch && !p.isMoon + }) || + // 如果没有匹配到指定类型,尝试匹配同位置的任何星球 + gameStore.player.planets.find( + p => + p.position.galaxy === mission.targetPosition.galaxy && + p.position.system === mission.targetPosition.system && + p.position.position === mission.targetPosition.position + ) || + universeStore.planets[targetKey] + + // 获取起始星球名称(用于报告) + const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId) + const originPlanetName = originPlanet?.name || t('fleetView.unknownPlanet') + + if (mission.missionType === MissionType.Transport) { + // 在处理任务之前保存货物信息(因为processTransportArrival会清空cargo) + const transportedResources = { ...mission.cargo } + const isGiftMission = mission.isGift && mission.giftTargetNpcId + const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs) + + // 更新成就统计(仅在成功时追踪) + if (result.success) { + const totalTransported = + transportedResources.metal + transportedResources.crystal + transportedResources.deuterium + transportedResources.darkMatter + if (isGiftMission) { + // 送礼成功 + gameLogic.trackDiplomacyStats(gameStore.player, 'gift', { resourcesAmount: totalTransported }) + } else { + // 普通运输任务成功 + gameLogic.trackMissionStats(gameStore.player, 'transport', { resourcesAmount: totalTransported }) + } + } + + // 生成失败原因消息 + let transportFailMessage = t('missionReports.transportFailed') + if (!result.success && result.failReason) { + if (result.failReason === 'targetNotFound') { + transportFailMessage = t('missionReports.transportFailedTargetNotFound') + } else if (result.failReason === 'giftRejected') { + transportFailMessage = t('missionReports.transportFailedGiftRejected') + } + } + + // 生成运输任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Transport, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + targetPlanetId: targetPlanet?.id, + targetPlanetName: + targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, + success: result.success, + message: result.success ? t('missionReports.transportSuccess') : transportFailMessage, + details: { + transportedResources, + failReason: result.failReason + }, + read: false + }) + } else if (mission.missionType === MissionType.Attack) { + const attackResult = await fleetLogic.processAttackArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets) + if (attackResult) { + gameStore.player.battleReports.push(attackResult.battleResult) + + // 更新成就统计 - 攻击 + const debrisValue = attackResult.debrisField + ? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal + : 0 + const won = attackResult.battleResult.winner === 'attacker' + gameLogic.trackAttackStats(gameStore.player, attackResult.battleResult, won, debrisValue) + + // 检查是否攻击了NPC星球,更新外交关系 + if (targetPlanet) { + const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id)) + if (targetNpc) { + diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, attackResult.battleResult, npcStore.npcs, gameStore.locale) + + // 同步战斗损失到NPC的实际星球数据 + const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) + if (npcPlanet) { + // 同步舰队损失 + Object.entries(attackResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => { + npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost) + }) + // 同步防御损失(修复后的数据已在targetPlanet中) + npcPlanet.defense = { ...targetPlanet.defense } + // 同步资源(被掠夺后的) + npcPlanet.resources = { ...targetPlanet.resources } + } + } + } + + if (attackResult.moon) { + gameStore.player.planets.push(attackResult.moon) + } + if (attackResult.debrisField) { + // 将残骸场添加到游戏状态 + universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField + } + } + } else if (mission.missionType === MissionType.Colonize) { + const colonizeResult = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix')) + const newPlanet = colonizeResult.planet + + // 更新成就统计 - 殖民 + if (colonizeResult.success && newPlanet) { + gameLogic.trackMissionStats(gameStore.player, 'colonize') + } + + // 生成失败原因消息 + let failMessage = t('missionReports.colonizeFailed') + if (!colonizeResult.success && colonizeResult.failReason) { + if (colonizeResult.failReason === 'positionOccupied') { + failMessage = t('missionReports.colonizeFailedOccupied') + } else if (colonizeResult.failReason === 'maxColoniesReached') { + failMessage = t('missionReports.colonizeFailedMaxColonies') + } + } + + // 生成殖民任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Colonize, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + targetPlanetId: newPlanet?.id, + targetPlanetName: newPlanet?.name, + success: colonizeResult.success, + message: colonizeResult.success ? t('missionReports.colonizeSuccess') : failMessage, + details: newPlanet + ? { + newPlanetId: newPlanet.id, + newPlanetName: newPlanet.name + } + : { failReason: colonizeResult.failReason }, + read: false + }) + if (newPlanet) { + gameStore.player.planets.push(newPlanet) + } + } else if (mission.missionType === MissionType.Spy) { + const spyResult = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs) + if (spyResult.success && spyResult.report) { + gameStore.player.spyReports.push(spyResult.report) + // 更新成就统计 - 侦查 + gameLogic.trackMissionStats(gameStore.player, 'spy') + } + + // 生成侦查任务报告(即使失败也生成) + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + + let spyFailMessage = t('missionReports.spyFailed') + if (!spyResult.success && spyResult.failReason) { + if (spyResult.failReason === 'targetNotFound') { + spyFailMessage = t('missionReports.spyFailedTargetNotFound') + } + } + + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Spy, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + targetPlanetId: targetPlanet?.id, + targetPlanetName: + targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, + success: spyResult.success, + message: spyResult.success ? t('missionReports.spySuccess') : spyFailMessage, + details: spyResult.success ? { spyReportId: spyResult.report?.id } : { failReason: spyResult.failReason }, + read: false + }) + } else if (mission.missionType === MissionType.Deploy) { + const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id, gameStore.player.technologies) + + // 更新成就统计 - 部署 + if (deployed.success) { + gameLogic.trackMissionStats(gameStore.player, 'deploy') + } + + // 生成失败原因消息 + let deployFailMessage = t('missionReports.deployFailed') + if (!deployed.success && deployed.failReason) { + if (deployed.failReason === 'targetNotFound') { + deployFailMessage = t('missionReports.deployFailedTargetNotFound') + } else if (deployed.failReason === 'notOwnPlanet') { + deployFailMessage = t('missionReports.deployFailedNotOwnPlanet') + } + } + + // 生成部署任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Deploy, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + targetPlanetId: targetPlanet?.id, + targetPlanetName: + targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, + success: deployed.success, + message: deployed.success ? t('missionReports.deploySuccess') : deployFailMessage, + details: { + deployedFleet: mission.fleet, + failReason: deployed.failReason + }, + read: false + }) + if (deployed.success && !deployed.overflow) { + const missionIndex = gameStore.player.fleetMissions.indexOf(mission) + if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1) + return + } + } else if (mission.missionType === MissionType.Recycle) { + // 处理回收任务 + const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}` + const debrisField = universeStore.debrisFields[debrisId] + const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField) + + // 更新成就统计 - 回收(无论是否有残骸都算飞行任务,但只有成功回收才计入回收资源量) + const totalRecycled = + recycleResult.success && recycleResult.collectedResources + ? recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal + : 0 + gameLogic.trackMissionStats(gameStore.player, 'recycle', { resourcesAmount: totalRecycled }) + + // 生成失败原因消息 + let recycleFailMessage = t('missionReports.recycleFailed') + if (!recycleResult.success && recycleResult.failReason) { + if (recycleResult.failReason === 'noDebrisField') { + recycleFailMessage = t('missionReports.recycleFailedNoDebris') + } else if (recycleResult.failReason === 'debrisEmpty') { + recycleFailMessage = t('missionReports.recycleFailedDebrisEmpty') + } + } + + // 生成回收任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Recycle, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + success: recycleResult.success, + message: recycleResult.success ? t('missionReports.recycleSuccess') : recycleFailMessage, + details: recycleResult.success + ? { + recycledResources: recycleResult.collectedResources, + remainingDebris: recycleResult.remainingDebris || undefined + } + : { failReason: recycleResult.failReason }, + read: false + }) + + if (recycleResult.success && recycleResult.collectedResources && debrisField) { + if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) { + // 更新残骸场 + universeStore.debrisFields[debrisId] = { + id: debrisField.id, + position: debrisField.position, + resources: recycleResult.remainingDebris, + createdAt: debrisField.createdAt, + expiresAt: debrisField.expiresAt + } + } else { + // 残骸场已被完全收集,删除 + delete universeStore.debrisFields[debrisId] + } + } + } else if (mission.missionType === MissionType.Destroy) { + // 处理行星毁灭任务(需要先战斗,再计算毁灭概率) + const destroyResult = await fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets) + + // 处理战斗报告(如果发生了战斗) + if (destroyResult.battleResult) { + gameStore.player.battleReports.push(destroyResult.battleResult) + + // 处理战斗对NPC的影响 + if (targetPlanet) { + const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id)) + if (targetNpc) { + diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, destroyResult.battleResult, npcStore.npcs, gameStore.locale) + + // 同步战斗损失到NPC的实际星球数据 + const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) + if (npcPlanet) { + Object.entries(destroyResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => { + npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost) + }) + npcPlanet.defense = { ...targetPlanet.defense } + npcPlanet.resources = { ...targetPlanet.resources } + } + } + } + } + + // 处理新生成的月球 + if (destroyResult.moon) { + gameStore.player.planets.push(destroyResult.moon) + } + + // 处理残骸场 + if (destroyResult.debrisField) { + universeStore.debrisFields[destroyResult.debrisField.id] = destroyResult.debrisField + } + + // 更新成就统计 - 行星毁灭 + if (destroyResult.success) { + gameLogic.trackMissionStats(gameStore.player, 'destroy') + } + + // 生成失败原因消息 + let destroyFailMessage = t('missionReports.destroyFailed') + if (!destroyResult.success && destroyResult.failReason) { + if (destroyResult.failReason === 'targetNotFound') { + destroyFailMessage = t('missionReports.destroyFailedTargetNotFound') + } else if (destroyResult.failReason === 'ownPlanet') { + destroyFailMessage = t('missionReports.destroyFailedOwnPlanet') + } else if (destroyResult.failReason === 'noDeathstar') { + destroyFailMessage = t('missionReports.destroyFailedNoDeathstar') + } else if (destroyResult.failReason === 'chanceFailed') { + destroyFailMessage = t('missionReports.destroyFailedChance', { chance: destroyResult.destructionChance.toFixed(1) }) + } + } + + // 生成毁灭任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Destroy, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + targetPlanetId: targetPlanet?.id, + targetPlanetName: targetPlanet?.name, + success: destroyResult.success, + message: destroyResult.success ? t('missionReports.destroySuccess') : destroyFailMessage, + details: destroyResult.success + ? { + destroyedPlanetName: + targetPlanet?.name || + `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, + hadBattle: !!destroyResult.battleResult + } + : { + failReason: destroyResult.failReason, + destructionChance: destroyResult.destructionChance, + deathstarsLost: destroyResult.deathstarsLost, + hadBattle: !!destroyResult.battleResult + }, + read: false + }) + + if (destroyResult.success && destroyResult.planetId) { + // 星球被摧毁 + + // 处理外交关系(如果目标是NPC星球) + if (targetPlanet && targetPlanet.ownerId) { + const planetOwner = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId) + if (planetOwner) { + diplomaticLogic.handlePlanetDestructionReputation(gameStore.player, targetPlanet, planetOwner, npcStore.npcs, gameStore.locale) + + // 从NPC的星球列表中移除被摧毁的星球 + const npcPlanetIndex = planetOwner.planets.findIndex(p => p.id === destroyResult.planetId) + if (npcPlanetIndex > -1) { + planetOwner.planets.splice(npcPlanetIndex, 1) + } + + // 检查并处理被消灭的NPC(所有星球都被摧毁的NPC) + const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale) + + // 从npcStore中移除被消灭的NPC + if (eliminatedNpcIds.length > 0) { + npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id)) + } + } + } + + // 从玩家星球列表中移除(如果是玩家的星球) + const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId) + if (planetIndex > -1) { + gameStore.player.planets.splice(planetIndex, 1) + } else { + // 不是玩家星球,从宇宙地图中移除 + delete universeStore.planets[targetKey] + } + + // 取消所有前往该位置的NPC任务(回收、攻击、侦查等) + const destroyedDebrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}` + npcStore.npcs.forEach(npc => { + if (npc.fleetMissions) { + // 找到需要取消的任务(前往已摧毁星球位置的outbound任务) + const missionsToCancel = npc.fleetMissions.filter(m => { + if (m.status !== 'outbound') return false + // 检查回收任务的残骸场ID + if (m.missionType === MissionType.Recycle && m.debrisFieldId === destroyedDebrisId) { + return true + } + // 检查其他任务的目标星球ID + if (m.targetPlanetId === destroyResult.planetId) { + return true + } + return false + }) + + // 将这些任务的舰队返回给NPC + missionsToCancel.forEach(m => { + const npcOriginPlanet = npc.planets.find(p => p.id === m.originPlanetId) + if (npcOriginPlanet) { + shipLogic.addFleet(npcOriginPlanet.fleet, m.fleet) + } + }) + + // 从任务列表中移除这些任务 + npc.fleetMissions = npc.fleetMissions.filter(m => !missionsToCancel.includes(m)) + } + + // 清理关于被摧毁星球的侦查报告 + if (npc.playerSpyReports && destroyResult.planetId && destroyResult.planetId in npc.playerSpyReports) { + delete npc.playerSpyReports[destroyResult.planetId] + } + }) + + // 同时删除该位置的残骸场(星球被摧毁后残骸场也消失) + delete universeStore.debrisFields[destroyedDebrisId] + } + } else if (mission.missionType === MissionType.Expedition) { + // 处理探险任务 + const expeditionResult = fleetLogic.processExpeditionArrival(mission) + + // 确保返回时间正确设置(兼容旧版本任务数据) + // 如果 returnTime 不存在或已过期,重新计算 + const now = Date.now() + if (!mission.returnTime || mission.returnTime <= now) { + // 返回时间应该等于当前时间加上单程飞行时间 + const flightDuration = mission.arrivalTime - mission.departureTime + mission.returnTime = now + flightDuration + } + + // 更新成就统计 - 探险 + const isSuccessful = + expeditionResult.eventType === 'resources' || expeditionResult.eventType === 'darkMatter' || expeditionResult.eventType === 'fleet' + gameLogic.trackMissionStats(gameStore.player, 'expedition', { successful: isSuccessful }) + + // 生成探险任务报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + + // 根据事件类型生成不同的报告消息 + let reportMessage = '' + let reportDetails: Record = { + // 保存探险区域信息 + expeditionZone: mission.expeditionZone + } + + switch (expeditionResult.eventType) { + case 'resources': + reportMessage = t('missionReports.expeditionResources') + reportDetails.foundResources = expeditionResult.resources + break + case 'darkMatter': + reportMessage = t('missionReports.expeditionDarkMatter') + reportDetails.foundResources = expeditionResult.resources + break + case 'fleet': + reportMessage = t('missionReports.expeditionFleet') + reportDetails.foundFleet = expeditionResult.fleet + break + case 'pirates': + reportMessage = expeditionResult.fleetLost + ? t('missionReports.expeditionPiratesAttack') + : t('missionReports.expeditionPiratesEscaped') + if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost + break + case 'aliens': + reportMessage = expeditionResult.fleetLost + ? t('missionReports.expeditionAliensAttack') + : t('missionReports.expeditionAliensEscaped') + if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost + break + default: + reportMessage = t('missionReports.expeditionNothing') + } + + gameStore.player.missionReports.push({ + id: `mission-report-${mission.id}`, + timestamp: Date.now(), + missionType: MissionType.Expedition, + originPlanetId: mission.originPlanetId, + originPlanetName, + targetPosition: mission.targetPosition, + success: expeditionResult.eventType !== 'nothing', + message: reportMessage, + details: reportDetails, + read: false + }) + } + } + + const processMissionReturn = (mission: FleetMission) => { + const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId) + if (!originPlanet) return + shipLogic.addFleet(originPlanet.fleet, mission.fleet) + resourceLogic.addResources(originPlanet.resources, mission.cargo) + const missionIndex = gameStore.player.fleetMissions.indexOf(mission) + if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1) + } + + // NPC任务处理 + const processNPCMissionArrival = (npc: NPC, mission: FleetMission) => { + if (mission.missionType === MissionType.Recycle) { + // NPC回收任务到达 + const debrisId = mission.debrisFieldId + if (!debrisId) { + console.warn('[NPC Mission] Recycle mission missing debrisFieldId') + mission.status = 'returning' + mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime) + return + } + + const debrisField = universeStore.debrisFields[debrisId] + const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField) + + if (recycleResult && debrisField && recycleResult.collectedResources) { + // 更新成就统计 - 被NPC回收残骸(如果残骸是玩家战斗产生的) + const totalRecycled = recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal + if (totalRecycled > 0) { + gameLogic.trackDiplomacyStats(gameStore.player, 'debrisRecycledByNPC', { resourcesAmount: totalRecycled }) + } + + if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) { + // 更新残骸场 + universeStore.debrisFields[debrisId] = { + id: debrisField.id, + position: debrisField.position, + resources: recycleResult.remainingDebris, + createdAt: debrisField.createdAt + } + } else { + // 残骸已被完全回收,从宇宙中删除 + delete universeStore.debrisFields[debrisId] + } + } + + // 移除即将到来的警告(回收任务已到达) + removeIncomingFleetAlertById(mission.id) + + // 设置返回时间 + mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime) + return + } + + // 找到目标星球 + const targetKey = gameLogic.generatePositionKey( + mission.targetPosition.galaxy, + mission.targetPosition.system, + mission.targetPosition.position + ) + const targetPlanet = + gameStore.player.planets.find( + p => + p.position.galaxy === mission.targetPosition.galaxy && + p.position.system === mission.targetPosition.system && + p.position.position === mission.targetPosition.position + ) || universeStore.planets[targetKey] + + if (!targetPlanet) { + console.warn('[NPC Mission] Target planet not found') + return + } + + if (mission.missionType === MissionType.Spy) { + // NPC侦查到达 + const { spiedNotification, spyReport } = npcBehaviorLogic.processNPCSpyArrival(npc, mission, targetPlanet, gameStore.player) + + // 更新成就统计 - 被NPC侦查 + gameLogic.trackDiplomacyStats(gameStore.player, 'spiedByNPC') + + // 保存侦查报告到NPC(用于后续攻击决策) + if (!npc.playerSpyReports) { + npc.playerSpyReports = {} + } + npc.playerSpyReports[targetPlanet.id] = spyReport + + // 添加被侦查通知给玩家 + if (!gameStore.player.spiedNotifications) { + gameStore.player.spiedNotifications = [] + } + gameStore.player.spiedNotifications.push(spiedNotification) + + // 移除即将到来的警告(侦查已到达) + removeIncomingFleetAlertById(mission.id) + } else if (mission.missionType === MissionType.Attack) { + // NPC攻击到达 - 使用专门的NPC攻击处理逻辑 + fleetLogic.processNPCAttackArrival(npc, mission, targetPlanet, gameStore.player, gameStore.player.planets).then(attackResult => { + if (attackResult) { + // 更新成就统计 - 被NPC攻击 + 防御统计 + gameLogic.trackDiplomacyStats(gameStore.player, 'attackedByNPC') + const debrisValue = attackResult.debrisField + ? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal + : 0 + const won = attackResult.battleResult.winner === 'defender' + gameLogic.trackDefenseStats(gameStore.player, attackResult.battleResult, won, debrisValue) + + // 添加战斗报告给玩家 + gameStore.player.battleReports.push(attackResult.battleResult) + + // 如果生成月球,添加到玩家星球列表 + if (attackResult.moon) { + gameStore.player.planets.push(attackResult.moon) + } + + // 如果生成残骸场,添加到宇宙残骸场列表 + if (attackResult.debrisField) { + const existingDebris = universeStore.debrisFields[attackResult.debrisField.id] + if (existingDebris) { + // 累加残骸资源 + universeStore.debrisFields[attackResult.debrisField.id] = { + ...existingDebris, + resources: { + metal: existingDebris.resources.metal + attackResult.debrisField.resources.metal, + crystal: existingDebris.resources.crystal + attackResult.debrisField.resources.crystal + } + } + } else { + // 新残骸场 + universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField + } + } + } + + // 移除即将到来的警告(攻击已到达) + removeIncomingFleetAlertById(mission.id) + }) + } + } + + const processNPCMissionReturn = (npc: NPC, mission: FleetMission) => { + // 找到NPC的起始星球 + const originPlanet = npc.planets.find(p => p.id === mission.originPlanetId) + if (!originPlanet) return + + // 返还舰队 + shipLogic.addFleet(originPlanet.fleet, mission.fleet) + + // 如果携带掠夺资源,给NPC添加资源 + if (mission.cargo) { + originPlanet.resources.metal += mission.cargo.metal + originPlanet.resources.crystal += mission.cargo.crystal + originPlanet.resources.deuterium += mission.cargo.deuterium + } + + // 从NPC任务列表中移除 + if (npc.fleetMissions) { + const missionIndex = npc.fleetMissions.indexOf(mission) + if (missionIndex > -1) { + npc.fleetMissions.splice(missionIndex, 1) + } + } + } + + // 处理导弹攻击到达 + const processMissileAttackArrival = async (missileAttack: MissileAttack) => { + // 动态导入导弹逻辑 + const missileLogic = await import('@/logic/missileLogic') + + // 找到目标星球 + const targetKey = gameLogic.generatePositionKey( + missileAttack.targetPosition.galaxy, + missileAttack.targetPosition.system, + missileAttack.targetPosition.position + ) + const targetPlanet = + gameStore.player.planets.find( + p => + p.position.galaxy === missileAttack.targetPosition.galaxy && + p.position.system === missileAttack.targetPosition.system && + p.position.position === missileAttack.targetPosition.position + ) || universeStore.planets[targetKey] + + // 如果目标星球不存在,导弹失败 + if (!targetPlanet) { + missileAttack.status = 'arrived' + // 生成失败报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + gameStore.player.missionReports.push({ + id: `missile-report-${missileAttack.id}`, + timestamp: Date.now(), + missionType: MissionType.MissileAttack, + originPlanetId: missileAttack.originPlanetId, + originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'), + targetPosition: missileAttack.targetPosition, + targetPlanetId: undefined, + targetPlanetName: `[${missileAttack.targetPosition.galaxy}:${missileAttack.targetPosition.system}:${missileAttack.targetPosition.position}]`, + success: false, + message: t('missionReports.missileAttackFailed'), + details: { + missileCount: missileAttack.missileCount, + missileHits: 0, + missileIntercepted: 0, + defenseLosses: {} + }, + read: false + }) + return + } + + // 计算导弹攻击结果 + const impactResult = missileLogic.calculateMissileImpact(missileAttack.missileCount, targetPlanet) + + // 应用损失到目标星球 + missileLogic.applyMissileAttackResult(targetPlanet, impactResult.defenseLosses) + + // 如果目标是NPC的星球,同步损失到NPC实际数据并扣除外交好感度 + if (targetPlanet.ownerId && targetPlanet.ownerId !== gameStore.player.id) { + const targetNpc = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId) + if (targetNpc) { + // 同步防御损失到NPC的实际星球数据 + const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) + if (npcPlanet) { + missileLogic.applyMissileAttackResult(npcPlanet, impactResult.defenseLosses) + } + + // 导弹攻击扣除好感度 + const { REPUTATION_CHANGES } = DIPLOMATIC_CONFIG + const reputationLoss = REPUTATION_CHANGES.ATTACK / 2 // 导弹攻击的好感度惩罚是普通攻击的一半 + + // 更新NPC对玩家的关系(统一使用 npc.relations 作为唯一数据源) + if (!targetNpc.relations) { + targetNpc.relations = {} + } + const npcRelation = diplomaticLogic.getOrCreateRelation(targetNpc.relations, targetNpc.id, gameStore.player.id) + targetNpc.relations[gameStore.player.id] = diplomaticLogic.updateReputation( + npcRelation, + reputationLoss, + DiplomaticEventType.Attack, + t('diplomacy.reports.wasAttackedByMissile') + ) + } + } + + // 标记导弹攻击为已到达 + missileAttack.status = 'arrived' + + // 生成导弹攻击报告 + if (!gameStore.player.missionReports) { + gameStore.player.missionReports = [] + } + const reportMessage = + impactResult.missileHits > 0 + ? `${t('missionReports.missileAttackSuccess')}: ${impactResult.missileHits} ${t('missionReports.hits')}` + : t('missionReports.missileAttackIntercepted') + + gameStore.player.missionReports.push({ + id: `missile-report-${missileAttack.id}`, + timestamp: Date.now(), + missionType: MissionType.MissileAttack, + originPlanetId: missileAttack.originPlanetId, + originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'), + targetPosition: missileAttack.targetPosition, + targetPlanetId: targetPlanet.id, + targetPlanetName: targetPlanet.name, + success: true, + message: reportMessage, + details: { + missileCount: missileAttack.missileCount, + missileHits: impactResult.missileHits, + missileIntercepted: impactResult.missileIntercepted, + defenseLosses: impactResult.defenseLosses + }, + read: false + }) + } + // 打开敌方警报面板 const openEnemyAlertPanel = () => { enemyAlertNotificationsRef.value?.open() @@ -893,116 +1804,391 @@ } } - // 创建任务引擎(处理舰队任务和导弹攻击) - missionEngine = createMissionEngine({ - removeIncomingFleetAlert: removeIncomingFleetAlertById - }) + /** + * 同步NPC星球数据到universeStore + * 解决npcStore和universeStore数据不同步的问题 + */ + const syncNPCPlanetToUniverse = (npc: any) => { + npc.planets.forEach((npcPlanet: any) => { + const planetKey = gameLogic.generatePositionKey(npcPlanet.position.galaxy, npcPlanet.position.system, npcPlanet.position.position) + const universePlanet = universeStore.planets[planetKey] + if (universePlanet) { + // 同步所有关键数据 + universePlanet.resources = { ...npcPlanet.resources } + universePlanet.buildings = { ...npcPlanet.buildings } + universePlanet.fleet = { ...npcPlanet.fleet } + universePlanet.defense = { ...npcPlanet.defense } + } + }) + } - // 创建NPC引擎(处理NPC成长和行为,支持分片更新) - npcEngine = createNpcEngine({ - sliceSize: 20, // 每 tick 最多更新 20 个 NPC - growthInterval: 5, // 成长更新间隔 5 秒 - behaviorInterval: 5 // 行为更新间隔 5 秒 - }) + const updateNPCGrowth = (deltaSeconds: number) => { + // 累积时间 + npcUpdateCounter.value += deltaSeconds - // 创建经济引擎(处理资源生产、建造/研究队列) - economyEngine = createEconomyEngine({ - onNotification: handleNotification, - onUnlock: handleUnlockNotification - }) + // 只在达到更新间隔时才执行 + if (npcUpdateCounter.value < NPC_UPDATE_INTERVAL) { + return + } - // 创建进度引擎(处理成就检查、战役进度、外交清理等低频任务) - progressionEngine = createProgressionEngine({ - achievementInterval: 5000, // 每5秒检查成就 - campaignInterval: 5000, // 每5秒检查战役进度 - diplomacyCleanupInterval: 15000, // 每15秒清理外交数据 - onAchievementUnlock: unlock => { + // 获取所有星球 + const allPlanets = Object.values(universeStore.planets) + + // 如果NPC store为空,从星球数据中初始化NPC + if (npcStore.npcs.length === 0) { + const npcMap = new Map() + + allPlanets.forEach(planet => { + // 跳过玩家的星球 + if (planet.ownerId === gameStore.player.id || !planet.ownerId) return + + // 这是NPC的星球 + if (!npcMap.has(planet.ownerId)) { + // 为每个NPC设置随机的初始冷却时间,避免所有NPC同时行动 + const now = Date.now() + const randomSpyOffset = Math.random() * 240 * 1000 // 0-4分钟的随机延迟 + const randomAttackOffset = Math.random() * 480 * 1000 // 0-8分钟的随机延迟 + + // 初始化NPC与玩家的中立关系 + const initialRelations: Record = {} + initialRelations[gameStore.player.id] = { + fromId: planet.ownerId, + toId: gameStore.player.id, + reputation: 0, + status: 'neutral' as const, + lastUpdated: now, + history: [] + } + + npcMap.set(planet.ownerId, { + id: planet.ownerId, + name: generateNPCName(planet.ownerId, gameStore.locale), + planets: [], + technologies: {}, // 初始化空科技树 + difficulty: 'medium' as const, // 默认中等难度 + relations: initialRelations, // 外交关系(默认与玩家中立) + allies: [], // 盟友列表 + enemies: [], // 敌人列表 + lastSpyTime: now - randomSpyOffset, // 设置随机的上次侦查时间 + lastAttackTime: now - randomAttackOffset, // 设置随机的上次攻击时间 + fleetMissions: [], // 舰队任务 + playerSpyReports: {} // 对玩家的侦查报告 + }) + } + + npcMap.get(planet.ownerId)!.planets.push(planet) + }) + + // 保存到store + npcStore.npcs = Array.from(npcMap.values()) + + // 如果有NPC,基于距离初始化NPC实力 + if (npcStore.npcs.length > 0) { + // 获取玩家母星(第一个非月球星球) + const homeworld = gameStore.player.planets.find(p => !p.isMoon) + + if (homeworld) { + npcStore.npcs.forEach(npc => { + // 基于距离初始化NPC实力 + npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position) + // 同步NPC星球数据到universeStore + syncNPCPlanetToUniverse(npc) + }) + } + + // 初始化NPC之间的外交关系(盟友/敌人) + npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs) + } + } + + // 确保所有NPC都有间谍探测器(修复旧版本保存的数据) + if (npcStore.npcs.length > 0) { + npcGrowthLogic.ensureNPCSpyProbes(npcStore.npcs) + } + + // 确保所有NPC都有AI类型(修复旧版本保存的数据) + if (npcStore.npcs.length > 0) { + npcGrowthLogic.ensureAllNPCsAIType(npcStore.npcs) + } + + // 确保所有NPC都与玩家建立了关系(修复旧版本保存的数据) + if (npcStore.npcs.length > 0) { + const now = Date.now() + // 获取玩家母星(用于计算距离) + const homeworld = gameStore.player.planets.find(p => !p.isMoon) + + npcStore.npcs.forEach(npc => { + if (!npc.relations) { + npc.relations = {} + } + // 如果NPC没有与玩家的关系,建立中立关系 + if (!npc.relations[gameStore.player.id]) { + npc.relations[gameStore.player.id] = { + fromId: npc.id, + toId: gameStore.player.id, + reputation: 0, + status: 'neutral' as const, + lastUpdated: now, + history: [] + } + } + + // 迁移旧存档:如果NPC没有距离数据,计算并设置 + if (homeworld && npc.distanceToHomeworld === undefined) { + const npcPlanet = npc.planets[0] + if (npcPlanet) { + npc.distanceToHomeworld = npcGrowthLogic.calculateDistanceToHomeworld(npcPlanet.position, homeworld.position) + npc.difficultyLevel = npcGrowthLogic.calculateDifficultyLevel(npc.distanceToHomeworld) + // 重新初始化NPC实力以匹配新的距离难度系统 + npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position) + // 同步NPC星球数据到universeStore + syncNPCPlanetToUniverse(npc) + } + } + }) + } + + // 如果没有NPC,直接返回 + if (npcStore.npcs.length === 0) { + npcUpdateCounter.value = 0 + return + } + + // 获取玩家母星用于距离计算 + const homeworldForGrowth = gameStore.player.planets.find(p => !p.isMoon) + + // 使用累积的时间更新每个NPC(基于距离的成长系统) + npcStore.npcs.forEach(npc => { + if (homeworldForGrowth) { + npcGrowthLogic.updateNPCGrowthByDistance(npc, homeworldForGrowth.position, npcUpdateCounter.value, gameStore.gameSpeed) + // 同步NPC星球数据到universeStore(确保侦查报告显示正确数据) + syncNPCPlanetToUniverse(npc) + } + }) + + // 重置计数器 + npcUpdateCounter.value = 0 + } + + const updateNPCBehavior = (deltaSeconds: number) => { + // 累积时间 + npcBehaviorCounter.value += deltaSeconds + + // 只在达到更新间隔时才执行 + if (npcBehaviorCounter.value < NPC_BEHAVIOR_INTERVAL) { + return + } + + // 如果没有NPC,直接返回 + if (npcStore.npcs.length === 0) { + npcBehaviorCounter.value = 0 + return + } + + const now = Date.now() + // 合并玩家星球和NPC星球到allPlanets(NPC需要能够侦查和攻击玩家星球) + const allPlanets = [...gameStore.player.planets, ...Object.values(universeStore.planets)] + + // 计算当前所有正在进行的侦查和攻击任务数量 + let activeSpyMissions = 0 + let activeAttackMissions = 0 + npcStore.npcs.forEach(npc => { + if (npc.fleetMissions) { + npc.fleetMissions.forEach(mission => { + if (mission.status === 'outbound') { + if (mission.missionType === 'spy') { + activeSpyMissions++ + } else if (mission.missionType === 'attack') { + activeAttackMissions++ + } + } + }) + } + }) + + // 获取并发限制配置 + const config = npcBehaviorLogic.calculateDynamicBehavior(gameStore.player.points) + + // 更新每个NPC的行为(随机顺序,避免总是优先处理同一批NPC) + const shuffledNpcs = [...npcStore.npcs].sort(() => Math.random() - 0.5) + shuffledNpcs.forEach(npc => { + // 在更新前检查当前并发数,如果已达上限则跳过该NPC + npcBehaviorLogic.updateNPCBehaviorWithLimit(npc, gameStore.player, allPlanets, universeStore.debrisFields, now, { + activeSpyMissions, + activeAttackMissions, + config + }) + + // 重新计算当前并发数(因为可能新增了任务) + activeSpyMissions = 0 + activeAttackMissions = 0 + npcStore.npcs.forEach(n => { + if (n.fleetMissions) { + n.fleetMissions.forEach(mission => { + if (mission.status === 'outbound') { + if (mission.missionType === 'spy') activeSpyMissions++ + else if (mission.missionType === 'attack') activeAttackMissions++ + } + }) + } + }) + + // 处理增强NPC行为(中立和友好NPC的特殊行为) + const relation = npc.relations?.[gameStore.player.id] + if (relation?.status === 'neutral') { + const neutralResult = npcBehaviorLogic.updateNeutralNPCBehavior(npc, npcStore.npcs, gameStore.player, now) + + // 处理贸易提议 + if (neutralResult.tradeOffer) { + if (!gameStore.player.tradeOffers) { + gameStore.player.tradeOffers = [] + } + gameStore.player.tradeOffers.push(neutralResult.tradeOffer) + toast.info(t('npcBehavior.tradeOfferReceived'), { + description: t('npcBehavior.tradeOfferDesc', { npcName: neutralResult.tradeOffer.npcName }) + }) + } + + // 处理态度摇摆 + if (neutralResult.swingDirection) { + if (!gameStore.player.attitudeChangeNotifications) { + gameStore.player.attitudeChangeNotifications = [] + } + gameStore.player.attitudeChangeNotifications.push({ + id: `attitude_${Date.now()}_${npc.id}`, + timestamp: now, + npcId: npc.id, + npcName: npc.name, + previousStatus: 'neutral', + newStatus: neutralResult.swingDirection, + reason: 'attitude_swing', + read: false + }) + const statusKey = neutralResult.swingDirection === 'friendly' ? 'npcBehavior.becameFriendly' : 'npcBehavior.becameHostile' + toast.info(t('npcBehavior.attitudeChanged'), { + description: t(statusKey, { npcName: npc.name }) + }) + } + } else if (relation?.status === 'friendly') { + const friendlyResult = npcBehaviorLogic.updateFriendlyNPCBehavior(npc, npcStore.npcs, gameStore.player, now) + + // 处理情报报告 + if (friendlyResult.intelReport) { + if (!gameStore.player.intelReports) { + gameStore.player.intelReports = [] + } + gameStore.player.intelReports.push(friendlyResult.intelReport) + toast.info(t('npcBehavior.intelReceived'), { + description: t('npcBehavior.intelReceivedDesc', { npcName: friendlyResult.intelReport.fromNpcName }) + }) + } + + // 处理联合攻击邀请 + if (friendlyResult.jointAttackInvite) { + if (!gameStore.player.jointAttackInvites) { + gameStore.player.jointAttackInvites = [] + } + gameStore.player.jointAttackInvites.push(friendlyResult.jointAttackInvite) + toast.info(t('npcBehavior.jointAttackInvite'), { + description: t('npcBehavior.jointAttackInviteDesc', { npcName: friendlyResult.jointAttackInvite.fromNpcName }) + }) + } + + // 处理资源援助 + if (friendlyResult.aidProvided) { + if (!gameStore.player.aidNotifications) { + gameStore.player.aidNotifications = [] + } + gameStore.player.aidNotifications.push({ + id: `aid_${Date.now()}_${npc.id}`, + timestamp: now, + npcId: npc.id, + npcName: npc.name, + aidResources: friendlyResult.aidProvided, + read: false + }) + const totalAid = friendlyResult.aidProvided.metal + friendlyResult.aidProvided.crystal + friendlyResult.aidProvided.deuterium + toast.success(t('npcBehavior.aidReceived'), { + description: t('npcBehavior.aidReceivedDesc', { npcName: npc.name, amount: totalAid.toLocaleString() }) + }) + } + } + }) + + npcBehaviorCounter.value = 0 + } + + // 更新NPC关系统计(友好/敌对数量) + const updateNPCRelationStats = () => { + let friendlyCount = 0 + let hostileCount = 0 + const playerId = gameStore.player.id + npcStore.npcs.forEach(npc => { + const relation = npc.relations?.[playerId] + if (relation) { + const status = diplomaticLogic.calculateRelationStatus(relation.reputation) + if (status === 'friendly') { + friendlyCount++ + } else if (status === 'hostile') { + hostileCount++ + } + } + }) + gameLogic.trackDiplomacyStats(gameStore.player, 'updateRelations', { friendlyCount, hostileCount }) + } + + // 检查成就解锁 + const achievementCheckCounter = ref(0) + const ACHIEVEMENT_CHECK_INTERVAL = 5 // 每5秒检查一次成就 + + const checkAchievementUnlocks = () => { + achievementCheckCounter.value += 1 + + // 只在达到更新间隔时才执行 + if (achievementCheckCounter.value < ACHIEVEMENT_CHECK_INTERVAL) { + return + } + + // 更新NPC关系统计 + updateNPCRelationStats() + + // 检查并解锁成就 + const unlocks = gameLogic.checkAndUnlockAchievements(gameStore.player) + + // 显示成就解锁通知(奖励已在 checkAndUnlockAchievements 中应用) + unlocks.forEach(unlock => { + // 显示 toast 通知 const tierName = t(`achievements.tiers.${unlock.tier}`) const achievementName = t(`achievements.names.${unlock.id}`) toast.success(t('achievements.unlocked'), { description: `${achievementName} (${tierName})` }) + }) + + achievementCheckCounter.value = 0 + } + + // 启动游戏循环 + const startGameLoop = () => { + if (gameStore.isPaused) return + // 清理旧的定时器 + if (gameLoop.value) { + clearInterval(gameLoop.value) } - }) - - // 创建游戏引擎 - gameEngine = createGameEngine({ - t, - onTick: async ctx => { - const { profiler } = ctx - - // 初始化 ProgressionEngine(首次 tick 时) - progressionEngine?.init(ctx) - - // 使用 EconomyEngine 处理资源生产和队列完成 - profiler.start('tick:economy') - economyEngine?.tick(ctx) - profiler.end('tick:economy') - - // 使用 MissionEngine 处理任务(玩家任务到达/返回、NPC任务到达/返回、导弹攻击) - profiler.start('tick:mission') - await missionEngine?.tick(ctx) - profiler.end('tick:mission') - - // 使用 NpcEngine 处理NPC成长和行为(分片更新) - profiler.start('tick:npc') - npcEngine?.tick(ctx) - profiler.end('tick:npc') - - // 使用 ProgressionEngine 处理低频任务(成就、战役、外交清理) - profiler.start('tick:progression') - progressionEngine?.tick(ctx) - profiler.end('tick:progression') - }, - onPauseChange: paused => { - if (paused) { - stopLoop() - } else { - startLoop() - } - }, - notify: (message, type = 'info') => { - toast[type](message) - }, - notifyUnlock: handleUnlockNotification - }) - - // 游戏循环(使用 composable 管理) - // gameSpeed 只作用于资源产出和时间消耗的倍率,循环固定为1秒 - const { start: startLoop, stop: stopLoop } = useGameLoop((now, deltaMs) => { - gameEngine?.tick(now, deltaMs) - }, 1000) + // 游戏循环固定为1秒,避免高倍速时的卡顿 + // gameSpeed 只作用于资源产出和时间消耗的倍率 + const interval = 1000 + // 启动新的游戏循环 + gameLoop.value = setInterval(() => { + updateGame() + }, interval) + } // 停止游戏循环 const stopGameLoop = () => { - stopLoop() - } - - // 启动游戏循环(带暂停检查) - const startGameLoop = () => { - if (gameEngine?.isPaused()) return - startLoop() - } - - // 处理页面可见性变化(解决离线进度问题) - // 当页面隐藏时停止游戏循环,避免浏览器限流期间浪费离线时间 - // 当页面恢复可见时,立即处理离线进度并重启游戏循环 - const handleVisibilityChange = () => { - if (document.hidden) { - // 页面隐藏,停止游戏循环 - // 这样 lastUpdate 不会被更新,离线时间会被保留 - stopGameLoop() - if (pointsUpdateInterval.value) { - clearInterval(pointsUpdateInterval.value) - pointsUpdateInterval.value = null - } - } else { - // 页面恢复可见,立即处理离线进度 - if (!gameStore.isPaused) { - // 重新启动游戏循环(离线时间的资源累积会在下一次 tick 时自动处理) - startGameLoop() - startPointsUpdate() - } + if (gameLoop.value) { + clearInterval(gameLoop.value) + gameLoop.value = null } } @@ -1179,8 +2365,6 @@ gameStore.locale = detectBrowserLocale() } await initGame() - // 初始化游戏引擎 - gameEngine?.init() // 启动游戏循环 startGameLoop() // 启动积分更新定时器 @@ -1192,9 +2376,6 @@ window.addEventListener('cancel-build', handleCancelBuildEvent as EventListener) window.addEventListener('cancel-research', handleCancelResearchEvent as EventListener) - // 添加页面可见性变化监听(解决离线进度问题) - document.addEventListener('visibilitychange', handleVisibilityChange) - // 首次检查版本(被动检测) const versionInfo = await checkLatestVersion(gameStore.player.lastVersionCheckTime || 0, (time: number) => { gameStore.player.lastVersionCheckTime = time @@ -1259,18 +2440,15 @@ } }) - // 清理定时器和游戏引擎 + // 清理定时器 onUnmounted(() => { - stopGameLoop() - gameEngine?.dispose() + if (gameLoop.value) clearInterval(gameLoop.value) if (pointsUpdateInterval.value) clearInterval(pointsUpdateInterval.value) if (konamiCleanup.value) konamiCleanup.value() if (versionCheckInterval.value) clearInterval(versionCheckInterval.value) // 移除队列取消事件监听 window.removeEventListener('cancel-build', handleCancelBuildEvent as EventListener) window.removeEventListener('cancel-research', handleCancelResearchEvent as EventListener) - // 移除页面可见性变化监听 - document.removeEventListener('visibilitychange', handleVisibilityChange) // 移除 Android 返回键监听 if (Capacitor.isNativePlatform()) { CapacitorApp.removeAllListeners() diff --git a/src/components/debug/DebugOverlay.vue b/src/components/debug/DebugOverlay.vue deleted file mode 100644 index 512959c..0000000 --- a/src/components/debug/DebugOverlay.vue +++ /dev/null @@ -1,144 +0,0 @@ - - - - - - - - - Debug - {{ formatTime(totalTime) }} - - - - - - - - - - - - - - 平均耗时 (60帧) - - {{ item.label }} - - {{ formatTime(item.time) }} - - - - 等待数据... - - - - Ctrl+Shift+D 切换显示 - - - - diff --git a/src/composables/useGameLoop.ts b/src/composables/useGameLoop.ts deleted file mode 100644 index ba15887..0000000 --- a/src/composables/useGameLoop.ts +++ /dev/null @@ -1,162 +0,0 @@ -import { ref, onUnmounted } from 'vue' -import { createTimeSource, type TimeSource, type TimeSourceConfig } from '@/services/timeSource' - -export type TickFn = (now: number, deltaMs: number) => void - -/** - * 追赶模式回调 - * @param pendingMs 待追赶的时间(毫秒) - * @param totalCaughtUp 本次追赶的总时间 - */ -export type CatchUpFn = (pendingMs: number, totalCaughtUp: number) => void - -/** - * 游戏循环配置 - */ -export interface GameLoopOptions { - /** tick 间隔(毫秒,默认 1000) */ - intervalMs?: number - /** 时间源配置 */ - timeSourceConfig?: Partial - /** 追赶模式回调 */ - onCatchUp?: CatchUpFn -} - -/** - * 游戏循环 composable - * 提供可测试、可暂停的定时器管理 - * 集成 TimeSource 处理离线/标签页不活跃场景 - */ -export const useGameLoop = (tick: TickFn, optionsOrInterval: GameLoopOptions | number = 1000) => { - // 兼容旧版 API(直接传入 intervalMs) - const options: GameLoopOptions = typeof optionsOrInterval === 'number' ? { intervalMs: optionsOrInterval } : optionsOrInterval - - const intervalMs = options.intervalMs ?? 1000 - - const timerId = ref | null>(null) - const catchUpTimerId = ref | null>(null) - const timeSource: TimeSource = createTimeSource(options.timeSourceConfig) - - // 追赶模式状态 - const isCatchingUp = ref(false) - const totalCaughtUp = ref(0) - - const isRunning = () => timerId.value !== null - - /** - * 处理追赶模式 - * 在追赶模式下,会以更快的频率处理积压的时间 - */ - const processCatchUp = () => { - const pending = timeSource.getPendingCatchUp() - if (pending <= 0) { - // 追赶完成 - if (catchUpTimerId.value) { - clearInterval(catchUpTimerId.value) - catchUpTimerId.value = null - } - isCatchingUp.value = false - totalCaughtUp.value = 0 - return - } - - // 获取追赶配置 - const chunkSize = options.timeSourceConfig?.catchUpChunkSize ?? 60000 // 默认 60 秒 - const catchUpAmount = Math.min(pending, chunkSize) - - // 消耗追赶时间 - timeSource.consumeCatchUp(catchUpAmount) - totalCaughtUp.value += catchUpAmount - - // 执行追赶 tick(使用当前时间,但 deltaMs 是追赶时间) - const now = timeSource.now() - tick(now, catchUpAmount) - - // 通知追赶进度 - options.onCatchUp?.(timeSource.getPendingCatchUp(), totalCaughtUp.value) - } - - /** - * 启动追赶模式 - */ - const startCatchUp = () => { - if (catchUpTimerId.value) return - isCatchingUp.value = true - totalCaughtUp.value = 0 - - // 追赶模式使用更快的间隔(100ms) - catchUpTimerId.value = setInterval(processCatchUp, 100) - } - - /** - * 主循环 tick - */ - const mainTick = () => { - const now = timeSource.now() - const deltaMs = timeSource.getDeltaMs(now) - - // 执行正常 tick - tick(now, deltaMs) - - // 检查是否需要追赶 - if (timeSource.needsCatchUp(now) && !isCatchingUp.value) { - startCatchUp() - } - } - - const start = () => { - if (timerId.value) { - clearInterval(timerId.value) - } - - // 初始化时间源 - timeSource.setLastTime(timeSource.now()) - timeSource.resetCatchUp() - - // 启动主循环 - timerId.value = setInterval(mainTick, intervalMs) - } - - const stop = () => { - // 停止主循环 - if (timerId.value) { - clearInterval(timerId.value) - timerId.value = null - } - // 停止追赶循环 - if (catchUpTimerId.value) { - clearInterval(catchUpTimerId.value) - catchUpTimerId.value = null - } - isCatchingUp.value = false - } - - /** - * 获取时间源(用于调试或高级用途) - */ - const getTimeSource = () => timeSource - - /** - * 检查是否正在追赶 - */ - const getIsCatchingUp = () => isCatchingUp.value - - /** - * 获取待追赶时间 - */ - const getPendingCatchUp = () => timeSource.getPendingCatchUp() - - // 组件卸载时自动清理 - onUnmounted(() => { - stop() - }) - - return { - start, - stop, - isRunning, - getTimeSource, - getIsCatchingUp, - getPendingCatchUp - } -} diff --git a/src/locales/de.ts b/src/locales/de.ts index 0c7cd6a..66cb61e 100644 --- a/src/locales/de.ts +++ b/src/locales/de.ts @@ -981,8 +981,7 @@ export default { gamePause: 'Spielpause', gamePauseDesc: 'Spielzeit und Ressourcenproduktion pausieren oder fortsetzen', battleMode: 'Bis zum Ende kämpfen', - battleModeDesc: - 'Wenn aktiviert, dauern Kämpfe bis zu 100 Runden bis ein Sieger feststeht. Wenn deaktiviert, wird der klassische 6-Runden-Modus verwendet', + battleModeDesc: 'Wenn aktiviert, dauern Kämpfe bis zu 100 Runden bis ein Sieger feststeht. Wenn deaktiviert, wird der klassische 6-Runden-Modus verwendet', pause: 'Pausieren', resume: 'Fortsetzen', gamePaused: 'Spiel pausiert', diff --git a/src/logic/dirtyFlags.ts b/src/logic/dirtyFlags.ts deleted file mode 100644 index 1b01dae..0000000 --- a/src/logic/dirtyFlags.ts +++ /dev/null @@ -1,82 +0,0 @@ -/** - * 脏标志系统 - * 用于性能优化,追踪哪些子系统需要处理 - * 当标志为 false 时,对应的引擎可以跳过重计算 - */ - -/** - * 脏标志接口,用于追踪游戏子系统是否需要更新 - */ -export interface DirtyFlags { - /** 经济计算需要更新(资源生产、存储) */ - economyDirty: boolean - /** 舰队/任务需要处理(有活动任务) */ - fleetDirty: boolean - /** NPC行为需要更新 */ - npcDirty: boolean - /** 建造/研究队列需要处理 */ - queuesDirty: boolean -} - -/** - * 创建新的脏标志实例,所有标志设为 true(强制初始处理) - */ -export const createDirtyFlags = (): DirtyFlags => ({ - economyDirty: true, - fleetDirty: true, - npcDirty: true, - queuesDirty: true -}) - -/** - * 重置所有脏标志为 false(干净状态) - */ -export const resetDirtyFlags = (flags: DirtyFlags): void => { - flags.economyDirty = false - flags.fleetDirty = false - flags.npcDirty = false - flags.queuesDirty = false -} - -/** - * 标记经济为脏(需要重新计算) - * 调用时机:资源变化、建筑完成、星球状态变化 - */ -export const markEconomyDirty = (flags: DirtyFlags): void => { - flags.economyDirty = true -} - -/** - * 标记舰队为脏(需要处理) - * 调用时机:新任务发送、任务到达、舰队组成变化 - */ -export const markFleetDirty = (flags: DirtyFlags): void => { - flags.fleetDirty = true -} - -/** - * 标记NPC为脏(需要行为更新) - * 调用时机:NPC状态变化、玩家-NPC交互、基于时间的NPC事件 - */ -export const markNpcDirty = (flags: DirtyFlags): void => { - flags.npcDirty = true -} - -/** - * 标记队列为脏(需要处理) - * 调用时机:新项目入队、队列项目完成、队列取消 - */ -export const markQueuesDirty = (flags: DirtyFlags): void => { - flags.queuesDirty = true -} - -/** - * 标记所有标志为脏(强制完整处理) - * 调用时机:游戏加载、重大状态变化、时间跳跃 - */ -export const markAllDirty = (flags: DirtyFlags): void => { - flags.economyDirty = true - flags.fleetDirty = true - flags.npcDirty = true - flags.queuesDirty = true -} diff --git a/src/logic/missionResolverLogic.ts b/src/logic/missionResolverLogic.ts deleted file mode 100644 index ae33fc7..0000000 --- a/src/logic/missionResolverLogic.ts +++ /dev/null @@ -1,445 +0,0 @@ -/** - * 任务解析纯函数 - * 所有函数都是纯函数:无副作用,相同输入总是产生相同输出 - * 便于单元测试和服务端复用 - */ - -import type { FleetMission, Resources, Fleet, Position, ExpeditionZone } from '@/types/game' -import { MissionType, ShipType } from '@/types/game' -import { SHIPS } from '@/config/gameConfig' - -/** - * 任务状态 - */ -export type MissionStatus = 'outbound' | 'returning' | 'arrived' | 'completed' - -/** - * 任务解析结果 - */ -export interface MissionResolution { - /** 新的任务状态 */ - newStatus: MissionStatus - /** 是否应该处理到达逻辑 */ - shouldProcessArrival: boolean - /** 是否应该处理返回逻辑 */ - shouldProcessReturn: boolean - /** 是否任务已完成(可以移除) */ - isCompleted: boolean -} - -/** - * 飞行时间计算结果 - */ -export interface FlightTimeResult { - /** 飞行时间(毫秒) */ - flightTimeMs: number - /** 到达时间戳 */ - arrivalTime: number - /** 返回时间戳(往返任务) */ - returnTime?: number -} - -/** - * 掠夺计算结果 - */ -export interface PlunderResult { - /** 可掠夺的资源 */ - plunderedResources: Resources - /** 实际装载的资源(受运载能力限制) */ - loadedResources: Resources - /** 剩余资源 */ - remainingResources: Resources -} - -/** - * 货舱容量计算结果 - */ -export interface CargoCapacityResult { - /** 总货舱容量 */ - totalCapacity: number - /** 已使用容量 */ - usedCapacity: number - /** 剩余容量 */ - remainingCapacity: number -} - -/** - * 解析任务当前状态(纯函数) - * 根据当前时间判断任务应该处于什么状态 - * @pure - */ -export const resolveMission = (mission: FleetMission, now: number): MissionResolution => { - const { status, arrivalTime, returnTime } = mission - - // 出发中 -> 检查是否到达 - if (status === 'outbound') { - if (now >= arrivalTime) { - return { - newStatus: 'returning', - shouldProcessArrival: true, - shouldProcessReturn: false, - isCompleted: false - } - } - return { - newStatus: 'outbound', - shouldProcessArrival: false, - shouldProcessReturn: false, - isCompleted: false - } - } - - // 返回中 -> 检查是否返回母星 - if (status === 'returning') { - if (returnTime && now >= returnTime) { - return { - newStatus: 'completed', - shouldProcessArrival: false, - shouldProcessReturn: true, - isCompleted: true - } - } - return { - newStatus: 'returning', - shouldProcessArrival: false, - shouldProcessReturn: false, - isCompleted: false - } - } - - // 已完成 - return { - newStatus: 'completed', - shouldProcessArrival: false, - shouldProcessReturn: false, - isCompleted: true - } -} - -/** - * 计算两点间距离(纯函数) - * @pure - */ -export const calcDistance = (from: Position, to: Position): number => { - // 同一星球 - if (from.galaxy === to.galaxy && from.system === to.system && from.position === to.position) { - return 5 - } - - // 同一星系 - if (from.galaxy === to.galaxy && from.system === to.system) { - return 1000 + 5 * Math.abs(from.position - to.position) - } - - // 同一银河 - if (from.galaxy === to.galaxy) { - return 2700 + 95 * Math.abs(from.system - to.system) - } - - // 不同银河 - return 20000 * Math.abs(from.galaxy - to.galaxy) -} - -/** - * 计算舰队最慢速度(纯函数) - * @pure - */ -export const calcFleetMinSpeed = (fleet: Partial): number => { - let minSpeed = Number.MAX_SAFE_INTEGER - - for (const [shipType, count] of Object.entries(fleet)) { - if (count && count > 0) { - const config = SHIPS[shipType as ShipType] - if (config && config.speed < minSpeed) { - minSpeed = config.speed - } - } - } - - return minSpeed === Number.MAX_SAFE_INTEGER ? 0 : minSpeed -} - -/** - * 计算飞行时间(纯函数) - * @pure - */ -export const calcFlightTime = (from: Position, to: Position, fleet: Partial, speedMultiplier: number = 1): number => { - const distance = calcDistance(from, to) - const minSpeed = calcFleetMinSpeed(fleet) - - if (minSpeed === 0) return 0 - - // 飞行时间公式:(10 + 35000 / speedMultiplier * sqrt(distance * 10 / minSpeed)) - const baseTime = 10 + (35000 / speedMultiplier) * Math.sqrt((distance * 10) / minSpeed) - - return Math.round(baseTime) -} - -/** - * 计算完整飞行时间结果(纯函数) - * @pure - */ -export const calcFlightTimeResult = ( - from: Position, - to: Position, - fleet: Partial, - departureTime: number, - speedMultiplier: number = 1, - isOneWay: boolean = false -): FlightTimeResult => { - const flightTimeSeconds = calcFlightTime(from, to, fleet, speedMultiplier) - const flightTimeMs = flightTimeSeconds * 1000 - const arrivalTime = departureTime + flightTimeMs - - return { - flightTimeMs, - arrivalTime, - returnTime: isOneWay ? undefined : arrivalTime + flightTimeMs - } -} - -/** - * 计算舰队货舱容量(纯函数) - * @pure - */ -export const calcCargoCapacity = (fleet: Partial, currentCargo?: Resources): CargoCapacityResult => { - let totalCapacity = 0 - - for (const [shipType, count] of Object.entries(fleet)) { - if (count && count > 0) { - const config = SHIPS[shipType as ShipType] - if (config) { - totalCapacity += config.cargoCapacity * count - } - } - } - - const usedCapacity = currentCargo ? currentCargo.metal + currentCargo.crystal + currentCargo.deuterium + currentCargo.darkMatter : 0 - - return { - totalCapacity, - usedCapacity, - remainingCapacity: Math.max(0, totalCapacity - usedCapacity) - } -} - -/** - * 计算掠夺资源(纯函数) - * @pure - */ -export const calcPlunder = (defenderResources: Resources, attackerFleet: Partial, plunderRatio: number = 0.5): PlunderResult => { - const { totalCapacity } = calcCargoCapacity(attackerFleet) - - // 可掠夺的资源(防守方资源的一定比例) - const availableMetal = Math.floor(defenderResources.metal * plunderRatio) - const availableCrystal = Math.floor(defenderResources.crystal * plunderRatio) - const availableDeuterium = Math.floor(defenderResources.deuterium * plunderRatio) - const availableDarkMatter = Math.floor(defenderResources.darkMatter * plunderRatio) - - const totalAvailable = availableMetal + availableCrystal + availableDeuterium + availableDarkMatter - - // 如果货舱容量足够,全部装载 - if (totalCapacity >= totalAvailable) { - const plunderedResources: Resources = { - metal: availableMetal, - crystal: availableCrystal, - deuterium: availableDeuterium, - darkMatter: availableDarkMatter, - energy: 0 - } - - return { - plunderedResources, - loadedResources: { ...plunderedResources }, - remainingResources: { - metal: defenderResources.metal - availableMetal, - crystal: defenderResources.crystal - availableCrystal, - deuterium: defenderResources.deuterium - availableDeuterium, - darkMatter: defenderResources.darkMatter - availableDarkMatter, - energy: defenderResources.energy - } - } - } - - // 按比例分配货舱容量 - const ratio = totalCapacity / totalAvailable - const loadedMetal = Math.floor(availableMetal * ratio) - const loadedCrystal = Math.floor(availableCrystal * ratio) - const loadedDeuterium = Math.floor(availableDeuterium * ratio) - const loadedDarkMatter = Math.floor(availableDarkMatter * ratio) - - return { - plunderedResources: { - metal: availableMetal, - crystal: availableCrystal, - deuterium: availableDeuterium, - darkMatter: availableDarkMatter, - energy: 0 - }, - loadedResources: { - metal: loadedMetal, - crystal: loadedCrystal, - deuterium: loadedDeuterium, - darkMatter: loadedDarkMatter, - energy: 0 - }, - remainingResources: { - metal: defenderResources.metal - loadedMetal, - crystal: defenderResources.crystal - loadedCrystal, - deuterium: defenderResources.deuterium - loadedDeuterium, - darkMatter: defenderResources.darkMatter - loadedDarkMatter, - energy: defenderResources.energy - } - } -} - -/** - * 计算燃料消耗(纯函数) - * @pure - */ -export const calcFuelConsumption = (fleet: Partial, distance: number, holdTime: number = 0): number => { - let totalConsumption = 0 - - for (const [shipType, count] of Object.entries(fleet)) { - if (count && count > 0) { - const config = SHIPS[shipType as ShipType] - if (config) { - // 基础燃料消耗 - const baseFuel = config.fuelConsumption || 0 - // 距离因子 - const distanceFactor = 1 + distance / 35000 - // 单艘船消耗 - const shipFuel = Math.ceil(baseFuel * distanceFactor * count) - totalConsumption += shipFuel - } - } - } - - // 驻留时间额外消耗 - if (holdTime > 0) { - totalConsumption += Math.ceil(totalConsumption * holdTime * 0.1) - } - - return totalConsumption -} - -/** - * 检查是否可以执行任务(纯函数) - * @pure - */ -export const canExecuteMission = ( - missionType: MissionType, - fleet: Partial, - resources: Resources, - fuelRequired: number -): { canExecute: boolean; reason?: string } => { - // 检查舰队是否为空 - const totalShips = Object.values(fleet).reduce((sum, count) => sum + (count || 0), 0) - if (totalShips === 0) { - return { canExecute: false, reason: 'noShips' } - } - - // 检查燃料是否足够 - if (resources.deuterium < fuelRequired) { - return { canExecute: false, reason: 'insufficientFuel' } - } - - // 殖民任务需要殖民船 - if (missionType === MissionType.Colonize) { - const colonyShipCount = fleet[ShipType.ColonyShip] ?? 0 - if (colonyShipCount < 1) { - return { canExecute: false, reason: 'noColonyShip' } - } - } - - // 侦查任务需要探测器 - if (missionType === MissionType.Spy) { - const probeCount = fleet[ShipType.EspionageProbe] ?? 0 - if (probeCount < 1) { - return { canExecute: false, reason: 'noSpyProbe' } - } - } - - // 回收任务需要回收船 - if (missionType === MissionType.Recycle) { - const recyclerCount = fleet[ShipType.Recycler] ?? 0 - if (recyclerCount < 1) { - return { canExecute: false, reason: 'noRecycler' } - } - } - - return { canExecute: true } -} - -/** - * 创建任务对象(纯函数) - * @pure - */ -export const createMission = ( - playerId: string, - originPlanetId: string, - targetPosition: Position, - missionType: MissionType, - fleet: Partial, - cargo: Resources, - departureTime: number, - flightTimeMs: number, - options?: { - targetPlanetId?: string - targetIsMoon?: boolean - isGift?: boolean - giftTargetNpcId?: string - expeditionZone?: ExpeditionZone - } -): FleetMission => { - const arrivalTime = departureTime + flightTimeMs - const returnTime = arrivalTime + flightTimeMs - - return { - id: `mission-${departureTime}-${Math.random().toString(36).substr(2, 9)}`, - playerId, - originPlanetId, - targetPosition, - targetPlanetId: options?.targetPlanetId, - targetIsMoon: options?.targetIsMoon, - missionType, - fleet: { ...fleet }, - cargo: { ...cargo }, - departureTime, - arrivalTime, - returnTime, - status: 'outbound', - isGift: options?.isGift, - giftTargetNpcId: options?.giftTargetNpcId, - expeditionZone: options?.expeditionZone - } -} - -/** - * 计算任务剩余时间(纯函数) - * @pure - */ -export const calcMissionRemainingTime = (mission: FleetMission, now: number): number => { - if (mission.status === 'outbound') { - return Math.max(0, mission.arrivalTime - now) - } - if (mission.status === 'returning' && mission.returnTime) { - return Math.max(0, mission.returnTime - now) - } - return 0 -} - -/** - * 计算召回任务的新返回时间(纯函数) - * @pure - */ -export const calcRecallReturnTime = (mission: FleetMission, now: number): number => { - if (mission.status !== 'outbound') { - return mission.returnTime || now - } - - // 计算已经飞行的时间 - const flownTime = now - mission.departureTime - // 返回时间 = 当前时间 + 已飞行时间 - return now + flownTime -} diff --git a/src/logic/productionLogic.ts b/src/logic/productionLogic.ts deleted file mode 100644 index 83b9bdd..0000000 --- a/src/logic/productionLogic.ts +++ /dev/null @@ -1,345 +0,0 @@ -/** - * 生产计算纯函数 - * 所有函数都是纯函数:无副作用,相同输入总是产生相同输出 - * 便于单元测试和服务端复用 - */ - -import type { Planet, Resources } from '@/types/game' -import { BuildingType } from '@/types/game' - -/** - * 生产加成配置 - */ -export interface ProductionBonuses { - /** 能量生产加成百分比 */ - energyProductionBonus: number - /** 存储容量加成百分比 */ - storageCapacityBonus: number - /** 资源速度倍率 */ - resourceSpeed: number -} - -/** - * 科技加成配置 - */ -export interface TechBonuses { - /** 金属采矿研究等级 */ - mineralResearchLevel: number - /** 晶体采矿研究等级 */ - crystalResearchLevel: number - /** 燃料研究等级 */ - fuelResearchLevel: number -} - -/** - * 生产计算结果 - */ -export interface ProductionResult { - /** 资源生产量(每秒) */ - production: Resources - /** 能量生产量 */ - energyProduction: number - /** 能量消耗量 */ - energyConsumption: number - /** 能量比率(0-1) */ - energyRatio: number - /** 存储容量 */ - capacity: Resources -} - -// 基础配置常量 -const BASE_ENERGY_PRODUCTION = 0 -const BASE_METAL_PRODUCTION = 10 -const BASE_CRYSTAL_PRODUCTION = 5 -const BASE_DEUTERIUM_PRODUCTION = 0 -const BASE_STORAGE_CAPACITY = 10000 -const STORAGE_CAPACITY_FACTOR = 2 -const RESEARCH_PRODUCTION_BONUS_PER_LEVEL = 0.02 - -// 能量生产配置 -const SOLAR_PLANT_BASE = 50 -const SOLAR_PLANT_FACTOR = 1.1 -const FUSION_REACTOR_BASE = 150 -const FUSION_REACTOR_FACTOR = 1.15 - -// 能量消耗配置 -const METAL_MINE_ENERGY_BASE = 10 -const METAL_MINE_ENERGY_FACTOR = 1.1 -const CRYSTAL_MINE_ENERGY_BASE = 10 -const CRYSTAL_MINE_ENERGY_FACTOR = 1.1 -const DEUTERIUM_SYNTH_ENERGY_BASE = 15 -const DEUTERIUM_SYNTH_ENERGY_FACTOR = 1.1 - -// 资源生产配置(每小时) -const METAL_MINE_PRODUCTION_BASE = 30 -const METAL_MINE_PRODUCTION_FACTOR = 1.1 -const CRYSTAL_MINE_PRODUCTION_BASE = 20 -const CRYSTAL_MINE_PRODUCTION_FACTOR = 1.1 -const DEUTERIUM_SYNTH_PRODUCTION_BASE = 10 -const DEUTERIUM_SYNTH_PRODUCTION_FACTOR = 1.1 - -// 核聚变反应堆重氢消耗 -const FUSION_DEUTERIUM_BASE = 10 -const FUSION_DEUTERIUM_FACTOR = 1.1 - -/** - * 计算科技生产加成 - * @pure - */ -export const calcTechProductionBonus = ( - mineralResearchLevel: number = 0, - crystalResearchLevel: number = 0, - fuelResearchLevel: number = 0 -): { metalBonus: number; crystalBonus: number; deuteriumBonus: number } => { - return { - metalBonus: mineralResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL, - crystalBonus: crystalResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL, - deuteriumBonus: fuelResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL - } -} - -/** - * 计算能量生产(纯函数) - * @pure - */ -export const calcEnergyProduction = (planet: Planet, energyProductionBonus: number = 0): number => { - let totalEnergy = BASE_ENERGY_PRODUCTION - - // 太阳能电站 - const solarPlantLevel = planet.buildings[BuildingType.SolarPlant] || 0 - if (solarPlantLevel > 0) { - totalEnergy += Math.floor(SOLAR_PLANT_BASE * solarPlantLevel * Math.pow(SOLAR_PLANT_FACTOR, solarPlantLevel)) - } - - // 核聚变反应堆 - const fusionReactorLevel = planet.buildings[BuildingType.FusionReactor] || 0 - if (fusionReactorLevel > 0) { - totalEnergy += Math.floor(FUSION_REACTOR_BASE * fusionReactorLevel * Math.pow(FUSION_REACTOR_FACTOR, fusionReactorLevel)) - } - - // 应用加成 - return Math.floor(totalEnergy * (1 + energyProductionBonus)) -} - -/** - * 计算能量消耗(纯函数) - * @pure - */ -export const calcEnergyConsumption = (planet: Planet): number => { - let totalConsumption = 0 - - // 金属矿 - const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0 - if (metalMineLevel > 0) { - totalConsumption += Math.floor(METAL_MINE_ENERGY_BASE * metalMineLevel * Math.pow(METAL_MINE_ENERGY_FACTOR, metalMineLevel)) - } - - // 晶体矿 - const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 - if (crystalMineLevel > 0) { - totalConsumption += Math.floor(CRYSTAL_MINE_ENERGY_BASE * crystalMineLevel * Math.pow(CRYSTAL_MINE_ENERGY_FACTOR, crystalMineLevel)) - } - - // 重氢合成器 - const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0 - if (deuteriumSynthesizerLevel > 0) { - totalConsumption += Math.floor( - DEUTERIUM_SYNTH_ENERGY_BASE * deuteriumSynthesizerLevel * Math.pow(DEUTERIUM_SYNTH_ENERGY_FACTOR, deuteriumSynthesizerLevel) - ) - } - - return totalConsumption -} - -/** - * 计算资源生产量(纯函数) - * @pure - * @param planet 星球状态 - * @param energyRatio 能量比率(0-1) - * @param techBonuses 科技加成 - * @returns 每秒资源生产量 - */ -export const calcResourceProduction = (planet: Planet, energyRatio: number, techBonuses?: TechBonuses): Resources => { - const effectiveRatio = Math.min(1, Math.max(0, energyRatio)) - const bonuses = techBonuses - ? calcTechProductionBonus(techBonuses.mineralResearchLevel, techBonuses.crystalResearchLevel, techBonuses.fuelResearchLevel) - : { metalBonus: 0, crystalBonus: 0, deuteriumBonus: 0 } - - // 金属生产 - let metalProduction = BASE_METAL_PRODUCTION - const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0 - if (metalMineLevel > 0) { - metalProduction += Math.floor( - METAL_MINE_PRODUCTION_BASE * metalMineLevel * Math.pow(METAL_MINE_PRODUCTION_FACTOR, metalMineLevel) * effectiveRatio - ) - } - metalProduction = Math.floor(metalProduction * (1 + bonuses.metalBonus)) - - // 晶体生产 - let crystalProduction = BASE_CRYSTAL_PRODUCTION - const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 - if (crystalMineLevel > 0) { - crystalProduction += Math.floor( - CRYSTAL_MINE_PRODUCTION_BASE * crystalMineLevel * Math.pow(CRYSTAL_MINE_PRODUCTION_FACTOR, crystalMineLevel) * effectiveRatio - ) - } - crystalProduction = Math.floor(crystalProduction * (1 + bonuses.crystalBonus)) - - // 重氢生产 - let deuteriumProduction = BASE_DEUTERIUM_PRODUCTION - const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0 - if (deuteriumSynthesizerLevel > 0) { - // 重氢生产受温度影响 - const tempModifier = planet.temperature ? 1.28 - 0.002 * planet.temperature.max : 1 - deuteriumProduction += Math.floor( - DEUTERIUM_SYNTH_PRODUCTION_BASE * - deuteriumSynthesizerLevel * - Math.pow(DEUTERIUM_SYNTH_PRODUCTION_FACTOR, deuteriumSynthesizerLevel) * - effectiveRatio * - tempModifier - ) - } - - // 核聚变反应堆消耗重氢 - const fusionReactorLevel = planet.buildings[BuildingType.FusionReactor] || 0 - if (fusionReactorLevel > 0) { - deuteriumProduction -= Math.floor(FUSION_DEUTERIUM_BASE * fusionReactorLevel * Math.pow(FUSION_DEUTERIUM_FACTOR, fusionReactorLevel)) - } - - deuteriumProduction = Math.floor(deuteriumProduction * (1 + bonuses.deuteriumBonus)) - - return { - metal: metalProduction, - crystal: crystalProduction, - deuterium: deuteriumProduction, - darkMatter: 0, - energy: 0 - } -} - -/** - * 计算存储容量(纯函数) - * @pure - */ -export const calcStorageCapacity = (planet: Planet, storageCapacityBonus: number = 0): Resources => { - const baseCapacity = BASE_STORAGE_CAPACITY - const bonusMultiplier = 1 + storageCapacityBonus - - // 金属仓库 - const metalStorageLevel = planet.buildings[BuildingType.MetalStorage] || 0 - const metalCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, metalStorageLevel) * bonusMultiplier) - - // 晶体仓库 - const crystalStorageLevel = planet.buildings[BuildingType.CrystalStorage] || 0 - const crystalCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, crystalStorageLevel) * bonusMultiplier) - - // 重氢储罐 - const deuteriumTankLevel = planet.buildings[BuildingType.DeuteriumTank] || 0 - const deuteriumCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, deuteriumTankLevel) * bonusMultiplier) - - return { - metal: metalCapacity, - crystal: crystalCapacity, - deuterium: deuteriumCapacity, - darkMatter: Number.MAX_SAFE_INTEGER, - energy: 0 - } -} - -/** - * 计算完整的生产数据(纯函数) - * 这是主要的入口函数,聚合所有生产计算 - * @pure - */ -export const calcProduction = (planet: Planet, bonuses: ProductionBonuses, techBonuses?: TechBonuses): ProductionResult => { - const energyProduction = calcEnergyProduction(planet, bonuses.energyProductionBonus) - const energyConsumption = calcEnergyConsumption(planet) - const energyRatio = energyConsumption > 0 ? Math.min(1, energyProduction / energyConsumption) : 1 - const capacity = calcStorageCapacity(planet, bonuses.storageCapacityBonus) - - // 计算每秒生产量 - const productionPerSecond = calcResourceProduction(planet, energyRatio, techBonuses) - - // 应用资源速度倍率 - const production: Resources = { - metal: Math.floor(productionPerSecond.metal * bonuses.resourceSpeed), - crystal: Math.floor(productionPerSecond.crystal * bonuses.resourceSpeed), - deuterium: Math.floor(productionPerSecond.deuterium * bonuses.resourceSpeed), - darkMatter: 0, - energy: 0 - } - - return { - production, - energyProduction, - energyConsumption, - energyRatio, - capacity - } -} - -/** - * 计算时间段内的资源生产(纯函数) - * @pure - * @param planet 星球 - * @param deltaMs 时间间隔(毫秒) - * @param bonuses 加成配置 - * @param techBonuses 科技加成 - * @returns 时间段内生产的资源量 - */ -export const calcProductionForPeriod = ( - planet: Planet, - deltaMs: number, - bonuses: ProductionBonuses, - techBonuses?: TechBonuses -): Resources => { - const productionData = calcProduction(planet, bonuses, techBonuses) - const seconds = deltaMs / 1000 - - return { - metal: Math.floor(productionData.production.metal * seconds), - crystal: Math.floor(productionData.production.crystal * seconds), - deuterium: Math.floor(productionData.production.deuterium * seconds), - darkMatter: 0, - energy: 0 - } -} - -/** - * 应用资源生产到星球(纯函数,返回新的资源状态) - * @pure - * @param currentResources 当前资源 - * @param produced 生产的资源 - * @param capacity 存储容量 - * @returns 新的资源状态和溢出量 - */ -export const applyProduction = ( - currentResources: Resources, - produced: Resources, - capacity: Resources -): { newResources: Resources; overflow: Resources } => { - const newMetal = currentResources.metal + produced.metal - const newCrystal = currentResources.crystal + produced.crystal - const newDeuterium = currentResources.deuterium + produced.deuterium - - const clampedMetal = Math.min(newMetal, capacity.metal) - const clampedCrystal = Math.min(newCrystal, capacity.crystal) - const clampedDeuterium = Math.min(newDeuterium, capacity.deuterium) - - return { - newResources: { - metal: clampedMetal, - crystal: clampedCrystal, - deuterium: clampedDeuterium, - darkMatter: currentResources.darkMatter + produced.darkMatter, - energy: currentResources.energy - }, - overflow: { - metal: Math.max(0, newMetal - capacity.metal), - crystal: Math.max(0, newCrystal - capacity.crystal), - deuterium: Math.max(0, newDeuterium - capacity.deuterium), - darkMatter: 0, - energy: 0 - } - } -} diff --git a/src/logic/queueLogic.ts b/src/logic/queueLogic.ts deleted file mode 100644 index d2521e9..0000000 --- a/src/logic/queueLogic.ts +++ /dev/null @@ -1,332 +0,0 @@ -/** - * 队列处理纯函数 - * 所有函数都是纯函数:无副作用,相同输入总是产生相同输出 - * 便于单元测试和服务端复用 - */ - -import type { BuildQueueItem, Fleet } from '@/types/game' -import { BuildingType, TechnologyType, ShipType, DefenseType } from '@/types/game' -import { BUILDINGS, TECHNOLOGIES, SHIPS, DEFENSES } from '@/config/gameConfig' - -/** - * 队列检查结果 - */ -export interface QueueCheckResult { - /** 已完成的项目 */ - completedItems: BuildQueueItem[] - /** 剩余的队列项目 */ - remainingItems: BuildQueueItem[] -} - -/** - * 建筑完成结果 - */ -export interface BuildingCompletionResult { - /** 新的建筑等级 */ - newBuildings: Record - /** 完成的建筑列表 */ - completed: Array<{ type: BuildingType; level: number }> -} - -/** - * 研究完成结果 - */ -export interface ResearchCompletionResult { - /** 新的科技等级 */ - newTechnologies: Record - /** 完成的研究列表 */ - completed: Array<{ type: TechnologyType; level: number }> -} - -/** - * 船厂完成结果 - */ -export interface ShipyardCompletionResult { - /** 新的舰队 */ - newFleet: Partial - /** 完成的船只列表 */ - completed: Array<{ type: ShipType; count: number }> -} - -/** - * 防御完成结果 - */ -export interface DefenseCompletionResult { - /** 新的防御设施 */ - newDefense: Partial> - /** 完成的防御列表 */ - completed: Array<{ type: DefenseType; count: number }> -} - -/** - * 检查队列中已完成的项目(纯函数) - * @pure - */ -export const checkQueueCompletion = (queue: BuildQueueItem[], now: number): QueueCheckResult => { - const completedItems: BuildQueueItem[] = [] - const remainingItems: BuildQueueItem[] = [] - - for (const item of queue) { - if (item.endTime && item.endTime <= now) { - completedItems.push(item) - } else { - remainingItems.push(item) - } - } - - return { completedItems, remainingItems } -} - -/** - * 应用建筑队列完成(纯函数) - * @pure - * @returns 新的建筑状态和完成列表 - */ -export const applyBuildingCompletion = ( - currentBuildings: Record, - completedItems: BuildQueueItem[] -): BuildingCompletionResult => { - const newBuildings = { ...currentBuildings } - const completed: Array<{ type: BuildingType; level: number }> = [] - - for (const item of completedItems) { - // 检查 type 是 'building' 或 'demolish' 且 itemType 是 BuildingType - if ((item.type === 'building' || item.type === 'demolish') && item.itemType in BuildingType) { - const buildingType = item.itemType as BuildingType - const currentLevel = newBuildings[buildingType] || 0 - - if (item.type === 'demolish') { - // 拆除:等级减1 - newBuildings[buildingType] = Math.max(0, currentLevel - 1) - } else { - // 建造:等级加1 或设置为目标等级 - newBuildings[buildingType] = item.targetLevel ?? currentLevel + 1 - } - completed.push({ type: buildingType, level: newBuildings[buildingType] }) - } - } - - return { newBuildings, completed } -} - -/** - * 应用研究队列完成(纯函数) - * @pure - * @returns 新的科技状态和完成列表 - */ -export const applyResearchCompletion = ( - currentTechnologies: Record, - completedItems: BuildQueueItem[] -): ResearchCompletionResult => { - const newTechnologies = { ...currentTechnologies } - const completed: Array<{ type: TechnologyType; level: number }> = [] - - for (const item of completedItems) { - if (item.type === 'technology' && item.itemType in TechnologyType) { - const techType = item.itemType as TechnologyType - const currentLevel = newTechnologies[techType] || 0 - newTechnologies[techType] = item.targetLevel ?? currentLevel + 1 - completed.push({ type: techType, level: newTechnologies[techType] }) - } - } - - return { newTechnologies, completed } -} - -/** - * 应用船厂队列完成(纯函数) - * @pure - * @returns 新的舰队状态和完成列表 - */ -export const applyShipyardCompletion = (currentFleet: Partial, completedItems: BuildQueueItem[]): ShipyardCompletionResult => { - const newFleet = { ...currentFleet } - const completed: Array<{ type: ShipType; count: number }> = [] - - for (const item of completedItems) { - if (item.type === 'ship' && item.itemType in ShipType) { - const shipType = item.itemType as ShipType - const currentCount = newFleet[shipType] || 0 - const addCount = item.quantity || 1 - newFleet[shipType] = currentCount + addCount - completed.push({ type: shipType, count: addCount }) - } - } - - return { newFleet, completed } -} - -/** - * 应用防御队列完成(纯函数) - * @pure - * @returns 新的防御状态和完成列表 - */ -export const applyDefenseCompletion = ( - currentDefense: Partial>, - completedItems: BuildQueueItem[] -): DefenseCompletionResult => { - const newDefense = { ...currentDefense } - const completed: Array<{ type: DefenseType; count: number }> = [] - - for (const item of completedItems) { - if (item.type === 'defense' && item.itemType in DefenseType) { - const defenseType = item.itemType as DefenseType - const currentCount = newDefense[defenseType] || 0 - const addCount = item.quantity || 1 - newDefense[defenseType] = currentCount + addCount - completed.push({ type: defenseType, count: addCount }) - } - } - - return { newDefense, completed } -} - -/** - * 计算建筑建造时间(纯函数) - * @pure - */ -export const calcBuildingTime = ( - buildingType: BuildingType, - level: number, - roboticsFactoryLevel: number = 0, - naniteFactoryLevel: number = 0, - gameSpeed: number = 1 -): number => { - const config = BUILDINGS[buildingType] - if (!config) return 0 - - const baseCost = config.baseCost - const metalCost = baseCost.metal * Math.pow(config.costMultiplier, level - 1) - const crystalCost = baseCost.crystal * Math.pow(config.costMultiplier, level - 1) - - // 基础建造时间(秒) - const baseTime = ((metalCost + crystalCost) / 2500) * 3600 - - // 机器人工厂加成 - const roboticsBonus = 1 + roboticsFactoryLevel - - // 纳米机器人工厂加成 - const naniteBonus = Math.pow(2, naniteFactoryLevel) - - // 最终时间 - return Math.max(1, Math.floor(baseTime / (roboticsBonus * naniteBonus * gameSpeed))) -} - -/** - * 计算研究时间(纯函数) - * @pure - */ -export const calcResearchTime = (techType: TechnologyType, level: number, researchLabLevel: number = 0, gameSpeed: number = 1): number => { - const config = TECHNOLOGIES[techType] - if (!config) return 0 - - const baseCost = config.baseCost - const metalCost = baseCost.metal * Math.pow(config.costMultiplier, level - 1) - const crystalCost = baseCost.crystal * Math.pow(config.costMultiplier, level - 1) - - // 基础研究时间(秒) - const baseTime = ((metalCost + crystalCost) / 1000) * 3600 - - // 研究实验室加成 - const labBonus = 1 + researchLabLevel - - // 最终时间 - return Math.max(1, Math.floor(baseTime / (labBonus * gameSpeed))) -} - -/** - * 计算船只建造时间(纯函数) - * @pure - */ -export const calcShipBuildTime = ( - shipType: ShipType, - count: number, - shipyardLevel: number = 0, - naniteFactoryLevel: number = 0, - gameSpeed: number = 1 -): number => { - const config = SHIPS[shipType] - if (!config) return 0 - - const { metal, crystal } = config.cost - - // 单艘船基础建造时间(秒) - const baseTime = ((metal + crystal) / 2500) * 3600 - - // 船厂加成 - const shipyardBonus = 1 + shipyardLevel - - // 纳米机器人工厂加成 - const naniteBonus = Math.pow(2, naniteFactoryLevel) - - // 单艘船最终时间 - const singleShipTime = Math.max(1, Math.floor(baseTime / (shipyardBonus * naniteBonus * gameSpeed))) - - return singleShipTime * count -} - -/** - * 计算防御建造时间(纯函数) - * @pure - */ -export const calcDefenseBuildTime = ( - defenseType: DefenseType, - count: number, - shipyardLevel: number = 0, - naniteFactoryLevel: number = 0, - gameSpeed: number = 1 -): number => { - const config = DEFENSES[defenseType] - if (!config) return 0 - - const { metal, crystal } = config.cost - - // 单个防御基础建造时间(秒) - const baseTime = ((metal + crystal) / 2500) * 3600 - - // 船厂加成 - const shipyardBonus = 1 + shipyardLevel - - // 纳米机器人工厂加成 - const naniteBonus = Math.pow(2, naniteFactoryLevel) - - // 单个防御最终时间 - const singleDefenseTime = Math.max(1, Math.floor(baseTime / (shipyardBonus * naniteBonus * gameSpeed))) - - return singleDefenseTime * count -} - -/** - * 检查是否可以开始下一个队列项(纯函数) - * @pure - */ -export const canStartNextQueueItem = (queue: BuildQueueItem[], now: number): boolean => { - if (queue.length === 0) return false - - const firstItem = queue[0] - if (!firstItem) return false - - // 如果第一个项目还没有开始时间,可以开始 - if (!firstItem.startTime) return true - // 如果第一个项目已经完成,可以开始下一个 - if (firstItem.endTime && firstItem.endTime <= now) return true - - return false -} - -/** - * 计算队列总剩余时间(纯函数) - * @pure - */ -export const calcQueueRemainingTime = (queue: BuildQueueItem[], now: number): number => { - if (queue.length === 0) return 0 - - let totalTime = 0 - for (const item of queue) { - if (item.endTime) { - const remaining = Math.max(0, item.endTime - now) - totalTime += remaining - } - } - - return totalTime -} diff --git a/src/services/economyEngine.ts b/src/services/economyEngine.ts deleted file mode 100644 index a1132e0..0000000 --- a/src/services/economyEngine.ts +++ /dev/null @@ -1,57 +0,0 @@ -import type { TickContext } from './tickContext' -import type { UnlockedItem } from '@/logic/unlockLogic' -import * as gameLogic from '@/logic/gameLogic' -import { markEconomyDirty, markQueuesDirty } from '@/logic/dirtyFlags' - -export interface EconomyEngine { - /** 每 tick 调用,处理资源生产和队列完成 */ - tick(ctx: TickContext): void -} - -export interface EconomyEngineOptions { - /** 完成回调(建筑/科技/船舰/防御) */ - onNotification?: (type: string, itemType: string, level?: number) => void - /** 解锁回调 */ - onUnlock?: (unlockedItems: UnlockedItem[]) => void -} - -/** - * 创建经济引擎 - * 负责资源生产、建筑队列、研究队列、等待队列的处理 - */ -export const createEconomyEngine = (options: EconomyEngineOptions = {}): EconomyEngine => { - /** - * 主 tick 函数 - * 处理资源生产、队列完成 - */ - const tick = (ctx: TickContext) => { - const { gameStore, now, dirtyFlags } = ctx - - // 记录队列长度以检测完成 - const prevResearchQueueLen = gameStore.player.researchQueue.length - const prevBuildQueueLens = gameStore.player.planets.map(p => p.buildQueue.length) - - // 检查军官过期 - gameLogic.checkOfficersExpiration(gameStore.player.officers, now) - - // 处理游戏更新(资源生产、建造队列、研究队列、等待队列) - const result = gameLogic.processGameUpdate(gameStore.player, now, gameStore.gameSpeed, options.onNotification, options.onUnlock) - - // 更新研究队列(processGameUpdate 内部已处理,但需要同步到 store) - gameStore.player.researchQueue = result.updatedResearchQueue - - // 检测是否有队列完成(通过长度变化) - const researchCompleted = result.updatedResearchQueue.length < prevResearchQueueLen - const buildingCompleted = gameStore.player.planets.some((p, i) => p.buildQueue.length < (prevBuildQueueLens[i] ?? 0)) - - // 如果有队列完成,标记相关标志 - if (researchCompleted || buildingCompleted) { - markEconomyDirty(dirtyFlags) // 建筑/研究完成可能影响资源生产 - markQueuesDirty(dirtyFlags) // 队列状态已改变 - } - } - - return { - tick - } -} diff --git a/src/services/gameEngine.ts b/src/services/gameEngine.ts deleted file mode 100644 index 55717bc..0000000 --- a/src/services/gameEngine.ts +++ /dev/null @@ -1,156 +0,0 @@ -import { useGameStore } from '@/stores/gameStore' -import { useUniverseStore } from '@/stores/universeStore' -import { useNPCStore } from '@/stores/npcStore' -import { createDirtyFlags, type DirtyFlags } from '@/logic/dirtyFlags' -import { createTickContext, type TickContext, type TranslateFn, type NotifyFn, type NotifyUnlockFn } from './tickContext' -import { profiler } from './profiler' - -export interface GameEngine { - /** 初始化引擎(加载/保存钩子等) */ - init(): void - /** 每帧更新 */ - tick(now: number, deltaMs: number): void - /** 暂停游戏 */ - pause(): void - /** 恢复游戏 */ - resume(): void - /** 清理资源 */ - dispose(): void - /** 是否已暂停 */ - isPaused(): boolean -} - -export interface GameEngineOptions { - /** 国际化函数 */ - t: TranslateFn - /** 自定义 tick 处理函数(用于渐进式迁移,接收 TickContext) */ - onTick?: (ctx: TickContext) => void | Promise - /** 暂停状态变化回调 */ - onPauseChange?: (paused: boolean) => void - /** 通知回调 */ - notify?: NotifyFn - /** 解锁通知回调 */ - notifyUnlock?: NotifyUnlockFn -} - -/** - * 创建游戏引擎 - * 作为游戏逻辑的中心协调器,管理所有"每帧发生的事情" - */ -export const createGameEngine = (options: GameEngineOptions): GameEngine => { - let initialized = false - let disposed = false - - // 获取 stores(延迟初始化,确保 Pinia 已准备好) - let gameStore: ReturnType | null = null - let universeStore: ReturnType | null = null - let npcStore: ReturnType | null = null - - // 脏标志(性能优化) - let dirtyFlags: DirtyFlags | null = null - - const getStores = () => { - if (!gameStore) gameStore = useGameStore() - if (!universeStore) universeStore = useUniverseStore() - if (!npcStore) npcStore = useNPCStore() - return { gameStore, universeStore, npcStore } - } - - const init = () => { - if (initialized) return - if (disposed) { - console.warn('[GameEngine] Cannot init after dispose') - return - } - - // 初始化 stores - getStores() - - // 初始化脏标志 - dirtyFlags = createDirtyFlags() - - initialized = true - } - - const tick = async (now: number, deltaMs: number) => { - if (!initialized) { - console.warn('[GameEngine] tick called before init') - return - } - if (disposed) return - - profiler.start('tick:total') - - const stores = getStores() - - // 检查暂停状态 - if (stores.gameStore.isPaused) { - profiler.end('tick:total') - return - } - - // 更新游戏时间 - stores.gameStore.gameTime = now - - // 构建 TickContext - const ctx = createTickContext( - { - ...stores, - t: options.t, - notify: options.notify, - notifyUnlock: options.notifyUnlock, - dirtyFlags: dirtyFlags! - }, - now, - deltaMs - ) - - // 调用自定义 tick 处理函数(用于渐进式迁移) - if (options.onTick) { - await options.onTick(ctx) - } - - profiler.end('tick:total') - profiler.reset() // 重置当前快照,准备下一次 tick - } - - const pause = () => { - const { gameStore } = getStores() - if (!gameStore.isPaused) { - gameStore.isPaused = true - options.onPauseChange?.(true) - } - } - - const resume = () => { - const { gameStore } = getStores() - if (gameStore.isPaused) { - gameStore.isPaused = false - options.onPauseChange?.(false) - } - } - - const isPaused = () => { - const { gameStore } = getStores() - return gameStore.isPaused - } - - const dispose = () => { - if (disposed) return - disposed = true - initialized = false - gameStore = null - universeStore = null - npcStore = null - dirtyFlags = null - } - - return { - init, - tick, - pause, - resume, - dispose, - isPaused - } -} diff --git a/src/services/missionEngine.ts b/src/services/missionEngine.ts deleted file mode 100644 index da9bac2..0000000 --- a/src/services/missionEngine.ts +++ /dev/null @@ -1,1014 +0,0 @@ -import type { TickContext } from './tickContext' -import type { FleetMission, MissileAttack, NPC, MissionReport, Planet } from '@/types/game' -import { MissionType, DiplomaticEventType, ShipType } from '@/types/game' -import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' -import * as fleetLogic from '@/logic/fleetLogic' -import * as shipLogic from '@/logic/shipLogic' -import * as resourceLogic from '@/logic/resourceLogic' -import * as gameLogic from '@/logic/gameLogic' -import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic' -import * as diplomaticLogic from '@/logic/diplomaticLogic' -import * as missileLogic from '@/logic/missileLogic' // 静态导入,避免每次动态导入的开销 -import { markFleetDirty, markEconomyDirty, markNpcDirty } from '@/logic/dirtyFlags' - -export interface MissionEngine { - /** 处理所有任务的 tick */ - tick(ctx: TickContext): Promise -} - -export interface MissionEngineOptions { - /** 移除即将到来的舰队警报 */ - removeIncomingFleetAlert?: (missionId: string) => void -} - -/** - * 创建任务引擎 - * 处理玩家和NPC的舰队任务、导弹攻击 - */ -export const createMissionEngine = (options: MissionEngineOptions = {}): MissionEngine => { - const removeIncomingFleetAlert = options.removeIncomingFleetAlert ?? (() => {}) - - // 缓存 NPC 最早到达时间,避免每 tick 遍历所有 NPC - let cachedNpcEarliestArrival = Number.MAX_SAFE_INTEGER - - /** - * 处理玩家任务返回 - */ - const processPlayerMissionReturn = (ctx: TickContext, mission: FleetMission) => { - const { gameStore } = ctx - const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId) - if (!originPlanet) return - - // 返还舰队和货物 - shipLogic.addFleet(originPlanet.fleet, mission.fleet) - resourceLogic.addResources(originPlanet.resources, mission.cargo) - - // 从任务列表中移除 - const missionIndex = gameStore.player.fleetMissions.indexOf(mission) - if (missionIndex > -1) { - gameStore.player.fleetMissions.splice(missionIndex, 1) - } - } - - /** - * 查找目标星球 - */ - const findTargetPlanet = (ctx: TickContext, mission: FleetMission): Planet | undefined => { - const { gameStore, universeStore } = ctx - const targetKey = gameLogic.generatePositionKey( - mission.targetPosition.galaxy, - mission.targetPosition.system, - mission.targetPosition.position - ) - - // 先从玩家星球中查找,再从宇宙地图中查找 - // 如果任务指定了targetIsMoon,需要精确匹配行星或月球 - return ( - gameStore.player.planets.find(p => { - const positionMatch = - p.position.galaxy === mission.targetPosition.galaxy && - p.position.system === mission.targetPosition.system && - p.position.position === mission.targetPosition.position - // 如果任务明确指定目标类型,按类型匹配 - if (mission.targetIsMoon !== undefined) { - return positionMatch && p.isMoon === mission.targetIsMoon - } - // 兼容旧任务:默认优先匹配行星(非月球) - return positionMatch && !p.isMoon - }) || - // 如果没有匹配到指定类型,尝试匹配同位置的任何星球 - gameStore.player.planets.find( - p => - p.position.galaxy === mission.targetPosition.galaxy && - p.position.system === mission.targetPosition.system && - p.position.position === mission.targetPosition.position - ) || - universeStore.planets[targetKey] - ) - } - - /** - * 处理玩家任务到达 - */ - const processPlayerMissionArrival = async (ctx: TickContext, mission: FleetMission) => { - const { gameStore, universeStore, npcStore, t } = ctx - - const targetPlanet = findTargetPlanet(ctx, mission) - const targetKey = gameLogic.generatePositionKey( - mission.targetPosition.galaxy, - mission.targetPosition.system, - mission.targetPosition.position - ) - - // 获取起始星球名称(用于报告) - const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId) - const originPlanetName = originPlanet?.name || t('fleetView.unknownPlanet') - - // 确保 missionReports 存在 - if (!gameStore.player.missionReports) { - gameStore.player.missionReports = [] - } - - if (mission.missionType === MissionType.Transport) { - // 在处理任务之前保存货物信息(因为processTransportArrival会清空cargo) - const transportedResources = { ...mission.cargo } - const isGiftMission = mission.isGift && mission.giftTargetNpcId - const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs) - - // 更新成就统计(仅在成功时追踪) - if (result.success) { - const totalTransported = - transportedResources.metal + transportedResources.crystal + transportedResources.deuterium + transportedResources.darkMatter - if (isGiftMission) { - // 送礼成功 - gameLogic.trackDiplomacyStats(gameStore.player, 'gift', { resourcesAmount: totalTransported }) - } else { - // 普通运输任务成功 - gameLogic.trackMissionStats(gameStore.player, 'transport', { resourcesAmount: totalTransported }) - } - } - - // 生成失败原因消息 - let transportFailMessage = t('missionReports.transportFailed') - if (!result.success && result.failReason) { - if (result.failReason === 'targetNotFound') { - transportFailMessage = t('missionReports.transportFailedTargetNotFound') - } else if (result.failReason === 'giftRejected') { - transportFailMessage = t('missionReports.transportFailedGiftRejected') - } - } - - // 生成运输任务报告 - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Transport, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - targetPlanetId: targetPlanet?.id, - targetPlanetName: - targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, - success: result.success, - message: result.success ? t('missionReports.transportSuccess') : transportFailMessage, - details: { - transportedResources, - failReason: result.failReason - }, - read: false - }) - } else if (mission.missionType === MissionType.Attack) { - const attackResult = await fleetLogic.processAttackArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets) - if (attackResult) { - gameStore.player.battleReports.push(attackResult.battleResult) - - // 更新成就统计 - 攻击 - const debrisValue = attackResult.debrisField - ? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal - : 0 - const won = attackResult.battleResult.winner === 'attacker' - gameLogic.trackAttackStats(gameStore.player, attackResult.battleResult, won, debrisValue) - - // 检查是否攻击了NPC星球,更新外交关系 - if (targetPlanet) { - const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id)) - if (targetNpc) { - diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, attackResult.battleResult, npcStore.npcs, gameStore.locale) - - // 同步战斗损失到NPC的实际星球数据 - const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) - if (npcPlanet) { - // 同步舰队损失 - Object.entries(attackResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => { - npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost) - }) - // 同步防御损失(修复后的数据已在targetPlanet中) - npcPlanet.defense = { ...targetPlanet.defense } - // 同步资源(被掠夺后的) - npcPlanet.resources = { ...targetPlanet.resources } - } - } - } - - if (attackResult.moon) { - gameStore.player.planets.push(attackResult.moon) - } - if (attackResult.debrisField) { - // 将残骸场添加到游戏状态 - universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField - } - } - } else if (mission.missionType === MissionType.Colonize) { - const colonizeResult = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix')) - const newPlanet = colonizeResult.planet - - // 更新成就统计 - 殖民 - if (colonizeResult.success && newPlanet) { - gameLogic.trackMissionStats(gameStore.player, 'colonize') - } - - // 生成失败原因消息 - let failMessage = t('missionReports.colonizeFailed') - if (!colonizeResult.success && colonizeResult.failReason) { - if (colonizeResult.failReason === 'positionOccupied') { - failMessage = t('missionReports.colonizeFailedOccupied') - } else if (colonizeResult.failReason === 'maxColoniesReached') { - failMessage = t('missionReports.colonizeFailedMaxColonies') - } - } - - // 生成殖民任务报告 - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Colonize, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - targetPlanetId: newPlanet?.id, - targetPlanetName: newPlanet?.name, - success: colonizeResult.success, - message: colonizeResult.success ? t('missionReports.colonizeSuccess') : failMessage, - details: newPlanet - ? { - newPlanetId: newPlanet.id, - newPlanetName: newPlanet.name - } - : { failReason: colonizeResult.failReason }, - read: false - }) - if (newPlanet) { - gameStore.player.planets.push(newPlanet) - } - } else if (mission.missionType === MissionType.Spy) { - const spyResult = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs) - if (spyResult.success && spyResult.report) { - gameStore.player.spyReports.push(spyResult.report) - // 更新成就统计 - 侦查 - gameLogic.trackMissionStats(gameStore.player, 'spy') - } - - // 生成侦查任务报告(即使失败也生成) - let spyFailMessage = t('missionReports.spyFailed') - if (!spyResult.success && spyResult.failReason) { - if (spyResult.failReason === 'targetNotFound') { - spyFailMessage = t('missionReports.spyFailedTargetNotFound') - } - } - - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Spy, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - targetPlanetId: targetPlanet?.id, - targetPlanetName: - targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, - success: spyResult.success, - message: spyResult.success ? t('missionReports.spySuccess') : spyFailMessage, - details: spyResult.success ? { spyReportId: spyResult.report?.id } : { failReason: spyResult.failReason }, - read: false - }) - } else if (mission.missionType === MissionType.Deploy) { - const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id, gameStore.player.technologies) - - // 更新成就统计 - 部署 - if (deployed.success) { - gameLogic.trackMissionStats(gameStore.player, 'deploy') - } - - // 生成失败原因消息 - let deployFailMessage = t('missionReports.deployFailed') - if (!deployed.success && deployed.failReason) { - if (deployed.failReason === 'targetNotFound') { - deployFailMessage = t('missionReports.deployFailedTargetNotFound') - } else if (deployed.failReason === 'notOwnPlanet') { - deployFailMessage = t('missionReports.deployFailedNotOwnPlanet') - } - } - - // 生成部署任务报告 - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Deploy, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - targetPlanetId: targetPlanet?.id, - targetPlanetName: - targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, - success: deployed.success, - message: deployed.success ? t('missionReports.deploySuccess') : deployFailMessage, - details: { - deployedFleet: mission.fleet, - failReason: deployed.failReason - }, - read: false - }) - if (deployed.success && !deployed.overflow) { - const missionIndex = gameStore.player.fleetMissions.indexOf(mission) - if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1) - return - } - } else if (mission.missionType === MissionType.Recycle) { - // 处理回收任务 - const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}` - const debrisField = universeStore.debrisFields[debrisId] - const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField) - - // 更新成就统计 - 回收(无论是否有残骸都算飞行任务,但只有成功回收才计入回收资源量) - const totalRecycled = - recycleResult.success && recycleResult.collectedResources - ? recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal - : 0 - gameLogic.trackMissionStats(gameStore.player, 'recycle', { resourcesAmount: totalRecycled }) - - // 生成失败原因消息 - let recycleFailMessage = t('missionReports.recycleFailed') - if (!recycleResult.success && recycleResult.failReason) { - if (recycleResult.failReason === 'noDebrisField') { - recycleFailMessage = t('missionReports.recycleFailedNoDebris') - } else if (recycleResult.failReason === 'debrisEmpty') { - recycleFailMessage = t('missionReports.recycleFailedDebrisEmpty') - } - } - - // 生成回收任务报告 - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Recycle, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - success: recycleResult.success, - message: recycleResult.success ? t('missionReports.recycleSuccess') : recycleFailMessage, - details: recycleResult.success - ? { - recycledResources: recycleResult.collectedResources, - remainingDebris: recycleResult.remainingDebris || undefined - } - : { failReason: recycleResult.failReason }, - read: false - }) - - if (recycleResult.success && recycleResult.collectedResources && debrisField) { - if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) { - // 更新残骸场 - universeStore.debrisFields[debrisId] = { - id: debrisField.id, - position: debrisField.position, - resources: recycleResult.remainingDebris, - createdAt: debrisField.createdAt, - expiresAt: debrisField.expiresAt - } - } else { - // 残骸场已被完全收集,删除 - delete universeStore.debrisFields[debrisId] - } - } - } else if (mission.missionType === MissionType.Destroy) { - // 处理行星毁灭任务(需要先战斗,再计算毁灭概率) - const destroyResult = await fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets) - - // 处理战斗报告(如果发生了战斗) - if (destroyResult.battleResult) { - gameStore.player.battleReports.push(destroyResult.battleResult) - - // 处理战斗对NPC的影响 - if (targetPlanet) { - const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id)) - if (targetNpc) { - diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, destroyResult.battleResult, npcStore.npcs, gameStore.locale) - - // 同步战斗损失到NPC的实际星球数据 - const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) - if (npcPlanet) { - Object.entries(destroyResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => { - npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost) - }) - npcPlanet.defense = { ...targetPlanet.defense } - npcPlanet.resources = { ...targetPlanet.resources } - } - } - } - } - - // 处理新生成的月球 - if (destroyResult.moon) { - gameStore.player.planets.push(destroyResult.moon) - } - - // 处理残骸场 - if (destroyResult.debrisField) { - universeStore.debrisFields[destroyResult.debrisField.id] = destroyResult.debrisField - } - - // 更新成就统计 - 行星毁灭 - if (destroyResult.success) { - gameLogic.trackMissionStats(gameStore.player, 'destroy') - } - - // 生成失败原因消息 - let destroyFailMessage = t('missionReports.destroyFailed') - if (!destroyResult.success && destroyResult.failReason) { - if (destroyResult.failReason === 'targetNotFound') { - destroyFailMessage = t('missionReports.destroyFailedTargetNotFound') - } else if (destroyResult.failReason === 'ownPlanet') { - destroyFailMessage = t('missionReports.destroyFailedOwnPlanet') - } else if (destroyResult.failReason === 'noDeathstar') { - destroyFailMessage = t('missionReports.destroyFailedNoDeathstar') - } else if (destroyResult.failReason === 'chanceFailed') { - destroyFailMessage = t('missionReports.destroyFailedChance', { chance: destroyResult.destructionChance.toFixed(1) }) - } - } - - // 生成毁灭任务报告 - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Destroy, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - targetPlanetId: targetPlanet?.id, - targetPlanetName: targetPlanet?.name, - success: destroyResult.success, - message: destroyResult.success ? t('missionReports.destroySuccess') : destroyFailMessage, - details: destroyResult.success - ? { - destroyedPlanetName: - targetPlanet?.name || - `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`, - hadBattle: !!destroyResult.battleResult - } - : { - failReason: destroyResult.failReason, - destructionChance: destroyResult.destructionChance, - deathstarsLost: destroyResult.deathstarsLost, - hadBattle: !!destroyResult.battleResult - }, - read: false - }) - - if (destroyResult.success && destroyResult.planetId) { - // 星球被摧毁 - - // 处理外交关系(如果目标是NPC星球) - if (targetPlanet && targetPlanet.ownerId) { - const planetOwner = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId) - if (planetOwner) { - diplomaticLogic.handlePlanetDestructionReputation(gameStore.player, targetPlanet, planetOwner, npcStore.npcs, gameStore.locale) - - // 从NPC的星球列表中移除被摧毁的星球 - const npcPlanetIndex = planetOwner.planets.findIndex(p => p.id === destroyResult.planetId) - if (npcPlanetIndex > -1) { - planetOwner.planets.splice(npcPlanetIndex, 1) - } - - // 检查并处理被消灭的NPC(所有星球都被摧毁的NPC) - const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale) - - // 从npcStore中移除被消灭的NPC - if (eliminatedNpcIds.length > 0) { - npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id)) - } - } - } - - // 从玩家星球列表中移除(如果是玩家的星球) - const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId) - if (planetIndex > -1) { - gameStore.player.planets.splice(planetIndex, 1) - } else { - // 不是玩家星球,从宇宙地图中移除 - delete universeStore.planets[targetKey] - } - - // 取消所有前往该位置的NPC任务(回收、攻击、侦查等) - const destroyedDebrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}` - npcStore.npcs.forEach(npc => { - if (npc.fleetMissions) { - // 找到需要取消的任务(前往已摧毁星球位置的outbound任务) - const missionsToCancel = npc.fleetMissions.filter(m => { - if (m.status !== 'outbound') return false - // 检查回收任务的残骸场ID - if (m.missionType === MissionType.Recycle && m.debrisFieldId === destroyedDebrisId) { - return true - } - // 检查其他任务的目标星球ID - if (m.targetPlanetId === destroyResult.planetId) { - return true - } - return false - }) - - // 将这些任务的舰队返回给NPC - missionsToCancel.forEach(m => { - const npcOriginPlanet = npc.planets.find(p => p.id === m.originPlanetId) - if (npcOriginPlanet) { - shipLogic.addFleet(npcOriginPlanet.fleet, m.fleet) - } - }) - - // 从任务列表中移除这些任务 - npc.fleetMissions = npc.fleetMissions.filter(m => !missionsToCancel.includes(m)) - } - - // 清理关于被摧毁星球的侦查报告 - if (npc.playerSpyReports && destroyResult.planetId && destroyResult.planetId in npc.playerSpyReports) { - delete npc.playerSpyReports[destroyResult.planetId] - } - }) - - // 同时删除该位置的残骸场(星球被摧毁后残骸场也消失) - delete universeStore.debrisFields[destroyedDebrisId] - } - } else if (mission.missionType === MissionType.Expedition) { - // 处理探险任务 - const expeditionResult = fleetLogic.processExpeditionArrival(mission) - - // 确保返回时间正确设置(兼容旧版本任务数据) - // 如果 returnTime 不存在或已过期,重新计算 - const now = Date.now() - if (!mission.returnTime || mission.returnTime <= now) { - // 返回时间应该等于当前时间加上单程飞行时间 - const flightDuration = mission.arrivalTime - mission.departureTime - mission.returnTime = now + flightDuration - } - - // 更新成就统计 - 探险 - const isSuccessful = - expeditionResult.eventType === 'resources' || expeditionResult.eventType === 'darkMatter' || expeditionResult.eventType === 'fleet' - gameLogic.trackMissionStats(gameStore.player, 'expedition', { successful: isSuccessful }) - - // 根据事件类型生成不同的报告消息 - let reportMessage = '' - let reportDetails: Record = { - // 保存探险区域信息 - expeditionZone: mission.expeditionZone - } - - switch (expeditionResult.eventType) { - case 'resources': - reportMessage = t('missionReports.expeditionResources') - reportDetails.foundResources = expeditionResult.resources - break - case 'darkMatter': - reportMessage = t('missionReports.expeditionDarkMatter') - reportDetails.foundResources = expeditionResult.resources - break - case 'fleet': - reportMessage = t('missionReports.expeditionFleet') - reportDetails.foundFleet = expeditionResult.fleet - break - case 'pirates': - reportMessage = expeditionResult.fleetLost - ? t('missionReports.expeditionPiratesAttack') - : t('missionReports.expeditionPiratesEscaped') - if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost - break - case 'aliens': - reportMessage = expeditionResult.fleetLost - ? t('missionReports.expeditionAliensAttack') - : t('missionReports.expeditionAliensEscaped') - if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost - break - default: - reportMessage = t('missionReports.expeditionNothing') - } - - gameStore.player.missionReports.push({ - id: `mission-report-${mission.id}`, - timestamp: Date.now(), - missionType: MissionType.Expedition, - originPlanetId: mission.originPlanetId, - originPlanetName, - targetPosition: mission.targetPosition, - success: expeditionResult.eventType !== 'nothing', - message: reportMessage, - details: reportDetails, - read: false - }) - } - } - - /** - * 处理NPC任务到达 - */ - const processNPCMissionArrival = async (ctx: TickContext, npc: NPC, mission: FleetMission) => { - const { gameStore, universeStore } = ctx - - if (mission.missionType === MissionType.Recycle) { - // NPC回收任务 - const debrisId = mission.debrisFieldId - if (!debrisId) { - console.warn('[NPC Mission] Recycle mission missing debrisFieldId') - mission.status = 'returning' - mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime) - return - } - - const debrisField = universeStore.debrisFields[debrisId] - const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField) - - if (recycleResult && debrisField && recycleResult.collectedResources) { - const totalRecycled = recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal - if (totalRecycled > 0) { - gameLogic.trackDiplomacyStats(gameStore.player, 'debrisRecycledByNPC', { resourcesAmount: totalRecycled }) - } - - if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) { - universeStore.debrisFields[debrisId] = { - id: debrisField.id, - position: debrisField.position, - resources: recycleResult.remainingDebris, - createdAt: debrisField.createdAt - } - } else { - delete universeStore.debrisFields[debrisId] - } - } - - removeIncomingFleetAlert(mission.id) - mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime) - return - } - - // 找到目标星球 - const targetKey = gameLogic.generatePositionKey( - mission.targetPosition.galaxy, - mission.targetPosition.system, - mission.targetPosition.position - ) - const targetPlanet = - gameStore.player.planets.find( - p => - p.position.galaxy === mission.targetPosition.galaxy && - p.position.system === mission.targetPosition.system && - p.position.position === mission.targetPosition.position - ) || universeStore.planets[targetKey] - - if (!targetPlanet) { - console.warn('[NPC Mission] Target planet not found') - return - } - - if (mission.missionType === MissionType.Spy) { - // NPC侦查 - const { spiedNotification, spyReport } = npcBehaviorLogic.processNPCSpyArrival(npc, mission, targetPlanet, gameStore.player) - - gameLogic.trackDiplomacyStats(gameStore.player, 'spiedByNPC') - - if (!npc.playerSpyReports) { - npc.playerSpyReports = {} - } - npc.playerSpyReports[targetPlanet.id] = spyReport - - if (!gameStore.player.spiedNotifications) { - gameStore.player.spiedNotifications = [] - } - gameStore.player.spiedNotifications.push(spiedNotification) - - removeIncomingFleetAlert(mission.id) - } else if (mission.missionType === MissionType.Attack) { - // NPC攻击 - const attackResult = await fleetLogic.processNPCAttackArrival(npc, mission, targetPlanet, gameStore.player, gameStore.player.planets) - - if (attackResult) { - gameLogic.trackDiplomacyStats(gameStore.player, 'attackedByNPC') - const debrisValue = attackResult.debrisField - ? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal - : 0 - const won = attackResult.battleResult.winner === 'defender' - gameLogic.trackDefenseStats(gameStore.player, attackResult.battleResult, won, debrisValue) - - gameStore.player.battleReports.push(attackResult.battleResult) - - if (attackResult.moon) { - gameStore.player.planets.push(attackResult.moon) - } - - if (attackResult.debrisField) { - const existingDebris = universeStore.debrisFields[attackResult.debrisField.id] - if (existingDebris) { - universeStore.debrisFields[attackResult.debrisField.id] = { - ...existingDebris, - resources: { - metal: existingDebris.resources.metal + attackResult.debrisField.resources.metal, - crystal: existingDebris.resources.crystal + attackResult.debrisField.resources.crystal - } - } - } else { - universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField - } - } - } - - removeIncomingFleetAlert(mission.id) - } - } - - /** - * 处理NPC任务返回 - */ - const processNPCMissionReturn = (_ctx: TickContext, npc: NPC, mission: FleetMission) => { - const originPlanet = npc.planets.find(p => p.id === mission.originPlanetId) - if (!originPlanet) return - - // 返还舰队 - shipLogic.addFleet(originPlanet.fleet, mission.fleet) - - // 返还掠夺资源 - if (mission.cargo) { - originPlanet.resources.metal += mission.cargo.metal - originPlanet.resources.crystal += mission.cargo.crystal - originPlanet.resources.deuterium += mission.cargo.deuterium - } - - // 从NPC任务列表中移除 - if (npc.fleetMissions) { - const missionIndex = npc.fleetMissions.indexOf(mission) - if (missionIndex > -1) { - npc.fleetMissions.splice(missionIndex, 1) - } - } - } - - /** - * 处理导弹攻击到达 - */ - const processMissileAttackArrival = (ctx: TickContext, missileAttack: MissileAttack) => { - const { gameStore, universeStore, npcStore, t } = ctx - // missileLogic 已在顶部静态导入 - - // 找到目标星球 - const targetKey = gameLogic.generatePositionKey( - missileAttack.targetPosition.galaxy, - missileAttack.targetPosition.system, - missileAttack.targetPosition.position - ) - const targetPlanet = - gameStore.player.planets.find( - p => - p.position.galaxy === missileAttack.targetPosition.galaxy && - p.position.system === missileAttack.targetPosition.system && - p.position.position === missileAttack.targetPosition.position - ) || universeStore.planets[targetKey] - - // 确保 missionReports 存在 - if (!gameStore.player.missionReports) { - gameStore.player.missionReports = [] - } - - const originPlanetName = gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet') - - // 如果目标星球不存在,导弹失败 - if (!targetPlanet) { - missileAttack.status = 'arrived' - gameStore.player.missionReports.push({ - id: `missile-report-${missileAttack.id}`, - timestamp: Date.now(), - missionType: MissionType.MissileAttack, - originPlanetId: missileAttack.originPlanetId, - originPlanetName, - targetPosition: missileAttack.targetPosition, - targetPlanetId: undefined, - targetPlanetName: `[${missileAttack.targetPosition.galaxy}:${missileAttack.targetPosition.system}:${missileAttack.targetPosition.position}]`, - success: false, - message: t('missionReports.missileAttackFailed'), - details: { - missileCount: missileAttack.missileCount, - missileHits: 0, - missileIntercepted: 0, - defenseLosses: {} - }, - read: false - } as MissionReport) - return - } - - // 计算导弹攻击结果 - const impactResult = missileLogic.calculateMissileImpact(missileAttack.missileCount, targetPlanet) - - // 应用损失到目标星球 - missileLogic.applyMissileAttackResult(targetPlanet, impactResult.defenseLosses) - - // 如果目标是NPC的星球,同步损失到NPC实际数据并扣除外交好感度 - if (targetPlanet.ownerId && targetPlanet.ownerId !== gameStore.player.id) { - const targetNpc = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId) - if (targetNpc) { - const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id) - if (npcPlanet) { - missileLogic.applyMissileAttackResult(npcPlanet, impactResult.defenseLosses) - } - - // 导弹攻击扣除好感度 - const { REPUTATION_CHANGES } = DIPLOMATIC_CONFIG - const reputationLoss = REPUTATION_CHANGES.ATTACK / 2 - - if (!targetNpc.relations) { - targetNpc.relations = {} - } - const npcRelation = diplomaticLogic.getOrCreateRelation(targetNpc.relations, targetNpc.id, gameStore.player.id) - targetNpc.relations[gameStore.player.id] = diplomaticLogic.updateReputation( - npcRelation, - reputationLoss, - DiplomaticEventType.Attack, - t('diplomacy.reports.wasAttackedByMissile') - ) - } - } - - // 标记导弹攻击为已到达 - missileAttack.status = 'arrived' - - // 生成导弹攻击报告 - const reportMessage = - impactResult.missileHits > 0 - ? `${t('missionReports.missileAttackSuccess')}: ${impactResult.missileHits} ${t('missionReports.hits')}` - : t('missionReports.missileAttackIntercepted') - - gameStore.player.missionReports.push({ - id: `missile-report-${missileAttack.id}`, - timestamp: Date.now(), - missionType: MissionType.MissileAttack, - originPlanetId: missileAttack.originPlanetId, - originPlanetName, - targetPosition: missileAttack.targetPosition, - targetPlanetId: targetPlanet.id, - targetPlanetName: targetPlanet.name, - success: true, - message: reportMessage, - details: { - missileCount: missileAttack.missileCount, - missileHits: impactResult.missileHits, - missileIntercepted: impactResult.missileIntercepted, - defenseLosses: impactResult.defenseLosses - }, - read: false - } as MissionReport) - } - - /** - * 查找玩家任务最早到达时间(快速,只遍历玩家数据) - */ - const findPlayerEarliestArrival = ( - playerMissions: FleetMission[], - missileAttacks: MissileAttack[] - ): number => { - let earliest = Number.MAX_SAFE_INTEGER - - for (const m of playerMissions) { - if (m.status === 'outbound' && m.arrivalTime < earliest) { - earliest = m.arrivalTime - } else if (m.status === 'returning' && m.returnTime && m.returnTime < earliest) { - earliest = m.returnTime - } - } - - for (const m of missileAttacks) { - if (m.status === 'flying' && m.arrivalTime < earliest) { - earliest = m.arrivalTime - } - } - - return earliest - } - - /** - * 计算 NPC 任务最早到达时间 - */ - const calcNpcMissionStats = (npcs: NPC[]): { earliest: number } => { - let earliest = Number.MAX_SAFE_INTEGER - - for (const npc of npcs) { - if (!npc.fleetMissions) continue - for (const m of npc.fleetMissions) { - if (m.status === 'outbound' && m.arrivalTime < earliest) { - earliest = m.arrivalTime - } else if (m.status === 'returning' && m.returnTime && m.returnTime < earliest) { - earliest = m.returnTime - } - } - } - - return { earliest } - } - - /** - * 获取 NPC 任务最早到达时间(带缓存) - * 只在缓存过期时重新计算(避免每 tick 遍历 200+ NPC) - */ - const getNpcEarliestArrival = (npcs: NPC[], now: number): number => { - // 只有当缓存时间已过期时才重新计算 - // 这意味着新添加的 NPC 任务可能延迟最多 1 tick 被发现,但性能提升很大 - if (cachedNpcEarliestArrival <= now) { - const stats = calcNpcMissionStats(npcs) - cachedNpcEarliestArrival = stats.earliest - } - - return cachedNpcEarliestArrival - } - - /** - * 主 tick 函数 - * 优化:使用缓存的 NPC 到达时间,避免每 tick 遍历 200+ NPC - */ - const tick = async (ctx: TickContext) => { - const { gameStore, npcStore, now, dirtyFlags } = ctx - - // 诊断计时 - const t0 = performance.now() - - const playerMissions = gameStore.player.fleetMissions - const missileAttacks = gameStore.player.missileAttacks - const npcs = npcStore.npcs - - const t1 = performance.now() - - // 快速计算玩家任务最早到达时间(通常只有几个任务) - const playerEarliest = findPlayerEarliestArrival(playerMissions, missileAttacks) - - const t2 = performance.now() - - // 获取 NPC 任务最早到达时间(使用缓存,避免遍历 200+ NPC) - const npcEarliest = getNpcEarliestArrival(npcs, now) - - const t3 = performance.now() - - // 计算全局最早到达时间 - const earliestArrival = Math.min(playerEarliest, npcEarliest) - - // 诊断日志:定位性能瓶颈 - const storeAccess = t1 - t0 - const playerCalc = t2 - t1 - const npcCalc = t3 - t2 - if (storeAccess > 5 || playerCalc > 5 || npcCalc > 5) { - console.log('[MissionEngine] Timing breakdown:', { - storeAccess: storeAccess.toFixed(2) + 'ms', - playerCalc: playerCalc.toFixed(2) + 'ms', - npcCalc: npcCalc.toFixed(2) + 'ms', - earlyExit: earliestArrival > now - }) - } - - // 如果还没到达时间点则跳过 - if (earliestArrival > now) { - return - } - - let missionProcessed = false - - // 处理玩家舰队任务(只处理到达时间 <= now 的) - for (const mission of playerMissions) { - // 处理到达(outbound -> 任务执行) - if (mission.status === 'outbound' && now >= mission.arrivalTime) { - await processPlayerMissionArrival(ctx, mission) - missionProcessed = true - } - // 处理返回(returning -> 返回母星) - else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { - processPlayerMissionReturn(ctx, mission) - missionProcessed = true - } - } - - // 处理导弹攻击(反向循环以便安全删除) - for (let i = missileAttacks.length - 1; i >= 0; i--) { - const missileAttack = missileAttacks[i] - if (missileAttack && missileAttack.status === 'flying' && now >= missileAttack.arrivalTime) { - processMissileAttackArrival(ctx, missileAttack) - missileAttacks.splice(i, 1) - missionProcessed = true - } - } - - // 处理 NPC 舰队任务 - for (const npc of npcs) { - if (!npc.fleetMissions || npc.fleetMissions.length === 0) continue - - for (const mission of npc.fleetMissions) { - if (mission.status === 'outbound' && now >= mission.arrivalTime) { - await processNPCMissionArrival(ctx, npc, mission) - missionProcessed = true - } else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { - processNPCMissionReturn(ctx, npc, mission) - missionProcessed = true - } - } - } - - // 如果有任务被处理,标记相关标志为脏(需要重新计算) - if (missionProcessed) { - markFleetDirty(dirtyFlags) - markEconomyDirty(dirtyFlags) // 任务可能改变资源 - markNpcDirty(dirtyFlags) // 任务可能影响NPC状态 - } - } - - return { tick } -} diff --git a/src/services/npcEngine.ts b/src/services/npcEngine.ts deleted file mode 100644 index b2983dc..0000000 --- a/src/services/npcEngine.ts +++ /dev/null @@ -1,425 +0,0 @@ -import type { TickContext } from './tickContext' -import type { NPC } from '@/types/game' -import * as gameLogic from '@/logic/gameLogic' -import * as npcGrowthLogic from '@/logic/npcGrowthLogic' -import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic' -import * as diplomaticLogic from '@/logic/diplomaticLogic' -import { generateNPCName } from '@/logic/npcNameGenerator' - -export interface NpcEngine { - /** 每 tick 调用,处理 NPC 更新 */ - tick(ctx: TickContext): void - /** 设置每 tick 更新的 NPC 数量 */ - setUpdateSlice(size: number): void - /** 获取当前 slice 大小 */ - getUpdateSlice(): number -} - -export interface NpcEngineOptions { - /** 每 tick 更新的 NPC 数量(默认 20) */ - sliceSize?: number - /** Growth 更新间隔(秒,默认 5) */ - growthInterval?: number - /** Behavior 更新间隔(秒,默认 5) */ - behaviorInterval?: number - /** 通知回调 */ - onTradeOffer?: (offer: any) => void - onAttitudeChange?: (notification: any) => void - onIntelReport?: (report: any) => void - onJointAttackInvite?: (invite: any) => void - onAidReceived?: (notification: any) => void -} - -/** - * 创建 NPC 引擎 - * 负责 NPC 成长和行为更新,支持 throttling - */ -export const createNpcEngine = (options: NpcEngineOptions = {}): NpcEngine => { - const { sliceSize: initialSliceSize = 20, growthInterval = 5, behaviorInterval = 5 } = options - - // 内部状态 - let sliceSize = initialSliceSize - let growthCursorIndex = 0 - let behaviorCursorIndex = 0 - let growthAccumulator = 0 - let behaviorAccumulator = 0 - let initialized = false - - /** - * 同步 NPC 星球数据到 universeStore - */ - const syncNPCPlanetToUniverse = (ctx: TickContext, npc: NPC) => { - const { universeStore } = ctx - npc.planets.forEach(npcPlanet => { - const planetKey = gameLogic.generatePositionKey(npcPlanet.position.galaxy, npcPlanet.position.system, npcPlanet.position.position) - const universePlanet = universeStore.planets[planetKey] - if (universePlanet) { - universePlanet.resources = { ...npcPlanet.resources } - universePlanet.buildings = { ...npcPlanet.buildings } - universePlanet.fleet = { ...npcPlanet.fleet } - universePlanet.defense = { ...npcPlanet.defense } - } - }) - } - - /** - * 初始化 NPC(如果 store 为空) - */ - const initializeNPCs = (ctx: TickContext) => { - const { gameStore, universeStore, npcStore } = ctx - const allPlanets = Object.values(universeStore.planets) - - if (npcStore.npcs.length > 0) { - initialized = true - return - } - - const npcMap = new Map() - const now = Date.now() - - allPlanets.forEach(planet => { - if (planet.ownerId === gameStore.player.id || !planet.ownerId) return - - if (!npcMap.has(planet.ownerId)) { - const randomSpyOffset = Math.random() * 240 * 1000 - const randomAttackOffset = Math.random() * 480 * 1000 - - const initialRelations: Record = {} - initialRelations[gameStore.player.id] = { - fromId: planet.ownerId, - toId: gameStore.player.id, - reputation: 0, - status: 'neutral' as const, - lastUpdated: now, - history: [] - } - - npcMap.set(planet.ownerId, { - id: planet.ownerId, - name: generateNPCName(planet.ownerId, gameStore.locale), - planets: [], - technologies: {}, - difficulty: 'medium' as const, - relations: initialRelations, - allies: [], - enemies: [], - lastSpyTime: now - randomSpyOffset, - lastAttackTime: now - randomAttackOffset, - fleetMissions: [], - playerSpyReports: {} - } as unknown as NPC) - } - - npcMap.get(planet.ownerId)!.planets.push(planet as any) - }) - - npcStore.npcs = Array.from(npcMap.values()) - - if (npcStore.npcs.length > 0) { - const homeworld = gameStore.player.planets.find(p => !p.isMoon) - if (homeworld) { - npcStore.npcs.forEach(npc => { - npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position) - syncNPCPlanetToUniverse(ctx, npc) - }) - } - npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs) - } - - initialized = true - } - - /** - * 确保 NPC 数据完整性(修复旧版本数据) - */ - const ensureNPCDataIntegrity = (ctx: TickContext) => { - const { gameStore, npcStore } = ctx - const now = Date.now() - const homeworld = gameStore.player.planets.find(p => !p.isMoon) - - if (npcStore.npcs.length === 0) return - - // 确保所有 NPC 都有间谍探测器 - npcGrowthLogic.ensureNPCSpyProbes(npcStore.npcs) - - // 确保所有 NPC 都有 AI 类型 - npcGrowthLogic.ensureAllNPCsAIType(npcStore.npcs) - - // 确保所有 NPC 都与玩家建立了关系 - npcStore.npcs.forEach(npc => { - if (!npc.relations) { - npc.relations = {} - } - if (!npc.relations[gameStore.player.id]) { - npc.relations[gameStore.player.id] = { - fromId: npc.id, - toId: gameStore.player.id, - reputation: 0, - status: 'neutral' as const, - lastUpdated: now, - history: [] - } - } - - // 迁移旧存档:如果 NPC 没有距离数据 - if (homeworld && npc.distanceToHomeworld === undefined) { - const npcPlanet = npc.planets[0] - if (npcPlanet) { - npc.distanceToHomeworld = npcGrowthLogic.calculateDistanceToHomeworld(npcPlanet.position, homeworld.position) - npc.difficultyLevel = npcGrowthLogic.calculateDifficultyLevel(npc.distanceToHomeworld) - npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position) - syncNPCPlanetToUniverse(ctx, npc) - } - } - }) - } - - /** - * 更新 NPC 成长(分片处理) - */ - const updateGrowth = (ctx: TickContext, elapsedSeconds: number) => { - const { gameStore, npcStore } = ctx - - if (npcStore.npcs.length === 0) return - - const homeworld = gameStore.player.planets.find(p => !p.isMoon) - if (!homeworld) return - - // 计算本次要处理的 NPC 范围 - const totalNPCs = npcStore.npcs.length - const effectiveSlice = Math.min(sliceSize, totalNPCs) - const startIndex = growthCursorIndex - const endIndex = Math.min(startIndex + effectiveSlice, totalNPCs) - - // 处理当前分片的 NPC - for (let i = startIndex; i < endIndex; i++) { - const npc = npcStore.npcs[i] - if (!npc) continue - npcGrowthLogic.updateNPCGrowthByDistance(npc, homeworld.position, elapsedSeconds, gameStore.gameSpeed) - syncNPCPlanetToUniverse(ctx, npc) - } - - // 更新游标(循环) - growthCursorIndex = endIndex >= totalNPCs ? 0 : endIndex - } - - /** - * 更新 NPC 行为(分片处理) - */ - const updateBehavior = (ctx: TickContext) => { - const { gameStore, universeStore, npcStore, t, notify } = ctx - - if (npcStore.npcs.length === 0) return - - const now = Date.now() - const allPlanets = [...gameStore.player.planets, ...Object.values(universeStore.planets)] - - // 计算当前活跃任务数量 - let activeSpyMissions = 0 - let activeAttackMissions = 0 - npcStore.npcs.forEach(npc => { - if (npc.fleetMissions) { - npc.fleetMissions.forEach(mission => { - if (mission.status === 'outbound') { - if (mission.missionType === 'spy') activeSpyMissions++ - else if (mission.missionType === 'attack') activeAttackMissions++ - } - }) - } - }) - - const config = npcBehaviorLogic.calculateDynamicBehavior(gameStore.player.points) - - // 计算本次要处理的 NPC 范围 - const totalNPCs = npcStore.npcs.length - const effectiveSlice = Math.min(sliceSize, totalNPCs) - const startIndex = behaviorCursorIndex - const endIndex = Math.min(startIndex + effectiveSlice, totalNPCs) - - // 处理当前分片的 NPC(随机顺序处理该分片) - const sliceNpcs = npcStore.npcs.slice(startIndex, endIndex) - const shuffledSlice = [...sliceNpcs].sort(() => Math.random() - 0.5) - - shuffledSlice.forEach(npc => { - npcBehaviorLogic.updateNPCBehaviorWithLimit(npc, gameStore.player, allPlanets, universeStore.debrisFields, now, { - activeSpyMissions, - activeAttackMissions, - config - }) - - // 重新计算并发数 - activeSpyMissions = 0 - activeAttackMissions = 0 - npcStore.npcs.forEach(n => { - if (n.fleetMissions) { - n.fleetMissions.forEach(mission => { - if (mission.status === 'outbound') { - if (mission.missionType === 'spy') activeSpyMissions++ - else if (mission.missionType === 'attack') activeAttackMissions++ - } - }) - } - }) - - // 处理增强 NPC 行为 - const relation = npc.relations?.[gameStore.player.id] - if (relation?.status === 'neutral') { - const neutralResult = npcBehaviorLogic.updateNeutralNPCBehavior(npc, npcStore.npcs, gameStore.player, now) - - if (neutralResult.tradeOffer) { - if (!gameStore.player.tradeOffers) { - gameStore.player.tradeOffers = [] - } - gameStore.player.tradeOffers.push(neutralResult.tradeOffer) - options.onTradeOffer?.(neutralResult.tradeOffer) - notify?.( - `${t('npcBehavior.tradeOfferReceived')}: ${t('npcBehavior.tradeOfferDesc', { npcName: neutralResult.tradeOffer.npcName })}`, - 'info' - ) - } - - if (neutralResult.swingDirection) { - if (!gameStore.player.attitudeChangeNotifications) { - gameStore.player.attitudeChangeNotifications = [] - } - const notification = { - id: `attitude_${Date.now()}_${npc.id}`, - timestamp: now, - npcId: npc.id, - npcName: npc.name, - previousStatus: 'neutral' as const, - newStatus: neutralResult.swingDirection, - reason: 'attitude_swing', - read: false - } - gameStore.player.attitudeChangeNotifications.push(notification) - options.onAttitudeChange?.(notification) - const statusKey = neutralResult.swingDirection === 'friendly' ? 'npcBehavior.becameFriendly' : 'npcBehavior.becameHostile' - notify?.(`${t('npcBehavior.attitudeChanged')}: ${t(statusKey, { npcName: npc.name })}`, 'info') - } - } else if (relation?.status === 'friendly') { - const friendlyResult = npcBehaviorLogic.updateFriendlyNPCBehavior(npc, npcStore.npcs, gameStore.player, now) - - if (friendlyResult.intelReport) { - if (!gameStore.player.intelReports) { - gameStore.player.intelReports = [] - } - gameStore.player.intelReports.push(friendlyResult.intelReport) - options.onIntelReport?.(friendlyResult.intelReport) - notify?.( - `${t('npcBehavior.intelReceived')}: ${t('npcBehavior.intelReceivedDesc', { npcName: friendlyResult.intelReport.fromNpcName })}`, - 'info' - ) - } - - if (friendlyResult.jointAttackInvite) { - if (!gameStore.player.jointAttackInvites) { - gameStore.player.jointAttackInvites = [] - } - gameStore.player.jointAttackInvites.push(friendlyResult.jointAttackInvite) - options.onJointAttackInvite?.(friendlyResult.jointAttackInvite) - notify?.( - `${t('npcBehavior.jointAttackInvite')}: ${t('npcBehavior.jointAttackInviteDesc', { - npcName: friendlyResult.jointAttackInvite.fromNpcName - })}`, - 'info' - ) - } - - if (friendlyResult.aidProvided) { - if (!gameStore.player.aidNotifications) { - gameStore.player.aidNotifications = [] - } - const notification = { - id: `aid_${Date.now()}_${npc.id}`, - timestamp: now, - npcId: npc.id, - npcName: npc.name, - aidResources: friendlyResult.aidProvided, - read: false - } - gameStore.player.aidNotifications.push(notification) - options.onAidReceived?.(notification) - const totalAid = friendlyResult.aidProvided.metal + friendlyResult.aidProvided.crystal + friendlyResult.aidProvided.deuterium - notify?.( - `${t('npcBehavior.aidReceived')}: ${t('npcBehavior.aidReceivedDesc', { - npcName: npc.name, - amount: totalAid.toLocaleString() - })}`, - 'success' - ) - } - } - }) - - // 更新游标(循环) - behaviorCursorIndex = endIndex >= totalNPCs ? 0 : endIndex - } - - /** - * 更新 NPC 关系统计 - */ - const updateRelationStats = (ctx: TickContext) => { - const { gameStore, npcStore } = ctx - let friendlyCount = 0 - let hostileCount = 0 - const playerId = gameStore.player.id - - npcStore.npcs.forEach(npc => { - const relation = npc.relations?.[playerId] - if (relation) { - const status = diplomaticLogic.calculateRelationStatus(relation.reputation) - if (status === 'friendly') friendlyCount++ - else if (status === 'hostile') hostileCount++ - } - }) - - gameLogic.trackDiplomacyStats(gameStore.player, 'updateRelations', { - friendlyCount, - hostileCount - }) - } - - /** - * 主 tick 函数 - */ - const tick = (ctx: TickContext) => { - const deltaSeconds = ctx.deltaMs / 1000 - - // 初始化 NPC(如果需要) - if (!initialized) { - initializeNPCs(ctx) - ensureNPCDataIntegrity(ctx) - } - - // 如果没有 NPC,直接返回 - if (ctx.npcStore.npcs.length === 0) return - - // 累积 Growth 时间 - growthAccumulator += deltaSeconds - if (growthAccumulator >= growthInterval) { - updateGrowth(ctx, growthAccumulator) - updateRelationStats(ctx) - growthAccumulator = 0 - } - - // 累积 Behavior 时间 - behaviorAccumulator += deltaSeconds - if (behaviorAccumulator >= behaviorInterval) { - updateBehavior(ctx) - behaviorAccumulator = 0 - } - } - - const setUpdateSlice = (size: number) => { - sliceSize = Math.max(1, size) - } - - const getUpdateSlice = () => sliceSize - - return { - tick, - setUpdateSlice, - getUpdateSlice - } -} diff --git a/src/services/profiler.ts b/src/services/profiler.ts deleted file mode 100644 index 5491b6e..0000000 --- a/src/services/profiler.ts +++ /dev/null @@ -1,158 +0,0 @@ -/** - * 性能分析器 - * 用于追踪每个 tick 中各子系统的耗时 - */ - -/** - * 性能分析器接口 - */ -export interface Profiler { - /** 开始计时 */ - start(label: string): void - /** 结束计时 */ - end(label: string): void - /** 获取当前快照(各标签耗时,单位 ms) */ - snapshot(): Record - /** 重置所有计时数据 */ - reset(): void - /** 获取平均耗时(最近 N 次) */ - averages(): Record - /** 是否启用 */ - enabled: boolean -} - -/** - * 性能分析器选项 - */ -export interface ProfilerOptions { - /** 是否启用(默认仅在开发环境启用) */ - enabled?: boolean - /** 保留的历史记录数量(用于计算平均值) */ - historySize?: number - /** 是否在控制台输出警告(耗时超过阈值时) */ - warnThreshold?: number -} - -/** - * 创建性能分析器 - */ -export const createProfiler = (options: ProfilerOptions = {}): Profiler => { - const { - enabled = import.meta.env.DEV, - historySize = 60, - warnThreshold = 16 // 超过 16ms(60fps 帧时间)时警告 - } = options - - // 当前 tick 的计时数据 - const currentTimings: Map = new Map() - // 开始时间戳 - const startTimes: Map = new Map() - // 历史记录(用于计算平均值) - const history: Map = new Map() - - let isEnabled = enabled - - const start = (label: string): void => { - if (!isEnabled) return - startTimes.set(label, performance.now()) - } - - const end = (label: string): void => { - if (!isEnabled) return - - const startTime = startTimes.get(label) - if (startTime === undefined) { - console.warn(`[Profiler] end() called without matching start() for label: ${label}`) - return - } - - const duration = performance.now() - startTime - currentTimings.set(label, duration) - startTimes.delete(label) - - // 添加到历史记录 - let labelHistory = history.get(label) - if (!labelHistory) { - labelHistory = [] - history.set(label, labelHistory) - } - labelHistory.push(duration) - if (labelHistory.length > historySize) { - labelHistory.shift() - } - - // 超过阈值时警告 - if (warnThreshold > 0 && duration > warnThreshold) { - console.warn(`[Profiler] ${label} took ${duration.toFixed(2)}ms (threshold: ${warnThreshold}ms)`) - } - } - - const snapshot = (): Record => { - const result: Record = {} - for (const [label, duration] of currentTimings) { - result[label] = Math.round(duration * 100) / 100 // 保留2位小数 - } - return result - } - - const reset = (): void => { - currentTimings.clear() - startTimes.clear() - } - - const averages = (): Record => { - const result: Record = {} - for (const [label, durations] of history) { - if (durations.length > 0) { - const sum = durations.reduce((a, b) => a + b, 0) - result[label] = Math.round((sum / durations.length) * 100) / 100 - } - } - return result - } - - return { - start, - end, - snapshot, - reset, - averages, - get enabled() { - return isEnabled - }, - set enabled(value: boolean) { - isEnabled = value - if (!value) { - currentTimings.clear() - startTimes.clear() - history.clear() - } - } - } -} - -/** - * 全局性能分析器单例 - */ -export const profiler = createProfiler() - -/** - * 便捷装饰器:测量函数执行时间 - */ -export const measure = unknown>(label: string, fn: T): T => { - return ((...args: unknown[]) => { - profiler.start(label) - try { - const result = fn(...args) - // 处理 Promise - if (result instanceof Promise) { - return result.finally(() => profiler.end(label)) - } - profiler.end(label) - return result - } catch (error) { - profiler.end(label) - throw error - } - }) as T -} diff --git a/src/services/progressionEngine.ts b/src/services/progressionEngine.ts deleted file mode 100644 index 6bbda74..0000000 --- a/src/services/progressionEngine.ts +++ /dev/null @@ -1,151 +0,0 @@ -import type { TickContext } from './tickContext' -import { createScheduler, type Scheduler } from './scheduler' -import * as gameLogic from '@/logic/gameLogic' -import * as campaignLogic from '@/logic/campaignLogic' -import * as diplomaticLogic from '@/logic/diplomaticLogic' - -export interface ProgressionEngine { - /** 初始化引擎,注册所有定时任务 */ - init(ctx: TickContext): void - /** 每 tick 调用,更新调度器 */ - tick(ctx: TickContext): void -} - -export interface ProgressionEngineOptions { - /** 成就检查间隔(毫秒,默认 5000) */ - achievementInterval?: number - /** 战役进度检查间隔(毫秒,默认 5000) */ - campaignInterval?: number - /** 外交清理间隔(毫秒,默认 15000) */ - diplomacyCleanupInterval?: number - /** 成就解锁通知回调 */ - onAchievementUnlock?: (unlock: { id: string; tier: string }) => void -} - -/** - * 创建进度引擎 - * 负责低频任务调度:成就检查、战役进度、外交清理等 - */ -export const createProgressionEngine = (options: ProgressionEngineOptions = {}): ProgressionEngine => { - const { - achievementInterval = 5000, - campaignInterval = 5000, - diplomacyCleanupInterval = 15000 - } = options - - const scheduler: Scheduler = createScheduler() - let initialized = false - // 保存最新的 context 引用,供调度任务使用 - let currentCtx: TickContext | null = null - - /** - * 检查成就解锁 - */ - const checkAchievements = () => { - if (!currentCtx) return - const { gameStore } = currentCtx - - const unlocks = gameLogic.checkAndUnlockAchievements(gameStore.player) - - // 触发解锁通知 - unlocks.forEach(unlock => { - options.onAchievementUnlock?.(unlock) - }) - } - - /** - * 检查战役任务进度 - */ - const checkCampaignProgress = () => { - if (!currentCtx) return - const { gameStore, npcStore } = currentCtx - - if (gameStore.player.campaignProgress) { - campaignLogic.checkAllActiveQuestsProgress(gameStore.player, npcStore.npcs) - } - } - - /** - * 清理被消灭的 NPC(外交清理) - */ - const cleanupEliminatedNPCs = () => { - if (!currentCtx) return - const { gameStore, universeStore, npcStore } = currentCtx - - const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs( - npcStore.npcs, - gameStore.player, - gameStore.locale - ) - - if (eliminatedNpcIds.length === 0) return - - // 从 universeStore 中移除被消灭 NPC 的星球数据,并收集需要清理的任务 ID - const missionIdsToRemove: string[] = [] - - eliminatedNpcIds.forEach(npcId => { - const npc = npcStore.npcs.find(n => n.id === npcId) - if (npc) { - // 遍历 NPC 的所有星球,从 universeStore 中删除 - if (npc.planets) { - npc.planets.forEach(planet => { - const planetKey = gameLogic.generatePositionKey( - planet.position.galaxy, - planet.position.system, - planet.position.position - ) - if (universeStore.planets[planetKey]) { - delete universeStore.planets[planetKey] - } - }) - } - // 收集该 NPC 所有任务的 ID(用于清理玩家的警报) - if (npc.fleetMissions) { - npc.fleetMissions.forEach(m => missionIdsToRemove.push(m.id)) - } - } - }) - - // 清理玩家的即将到来舰队警报(移除已消灭 NPC 的任务警报) - if (gameStore.player.incomingFleetAlerts && missionIdsToRemove.length > 0) { - gameStore.player.incomingFleetAlerts = gameStore.player.incomingFleetAlerts.filter( - alert => !missionIdsToRemove.includes(alert.id) - ) - } - - // 从 NPC 列表中移除被消灭的 NPC - npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id)) - } - - /** - * 初始化引擎,注册所有定时任务 - */ - const init = (ctx: TickContext): void => { - if (initialized) return - - currentCtx = ctx - - // 注册定时任务 - scheduler.every(achievementInterval, checkAchievements) - scheduler.every(campaignInterval, checkCampaignProgress) - scheduler.every(diplomacyCleanupInterval, cleanupEliminatedNPCs) - - initialized = true - } - - /** - * 每 tick 调用,更新调度器 - */ - const tick = (ctx: TickContext): void => { - // 更新 context 引用 - currentCtx = ctx - - // 执行调度器 tick - scheduler.tick(ctx.now) - } - - return { - init, - tick - } -} diff --git a/src/services/saveSystem.ts b/src/services/saveSystem.ts deleted file mode 100644 index a3b6109..0000000 --- a/src/services/saveSystem.ts +++ /dev/null @@ -1,245 +0,0 @@ -import { encryptData, decryptData } from '@/utils/crypto' -import { useGameStore } from '@/stores/gameStore' -import { useUniverseStore } from '@/stores/universeStore' -import { useNPCStore } from '@/stores/npcStore' -import pkg from '../../package.json' - -/** - * 存档信封类型 - * 包含版本号、创建时间和加密数据 - */ -export type SaveEnvelope = { - version: number - createdAt: number - data: any -} - -/** - * 存档数据载荷类型 - */ -type SavePayload = { - game: any - universe?: any | null - npcs?: any | null -} - -/** - * 存档系统接口 - */ -export interface SaveSystem { - /** 从 localStorage 加载存档 */ - load(): Promise - /** 保存到 localStorage */ - save(): Promise - /** 导出存档为字符串 */ - exportSave(): string - /** 从字符串导入存档 */ - importSave(payload: string): Promise -} - -/** 当前存档版本号(从 package.json 版本号派生,如 1.6.0 → 160) */ -const CURRENT_SAVE_VERSION = parseInt(pkg.version.replace(/\./g, ''), 10) || 1 - -/** 默认存档键名 */ -const DEFAULT_SAVE_KEY = `${pkg.name}-save` - -/** - * 迁移函数映射 - * 键为源版本号,值为迁移函数 - * 示例:{ 1: (d) => migrateV1ToV2(d) } - */ -const migrations: Record SavePayload> = { - // 未来迁移示例: - // 1: (payload) => { - // // 从 v1 迁移到 v2 - // return { ...payload, game: { ...payload.game, newField: 'default' } } - // } -} - -/** - * 检查是否为有效的 SaveEnvelope - */ -const isSaveEnvelope = (value: unknown): value is SaveEnvelope => { - if (typeof value !== 'object' || value === null) return false - const obj = value as Record - return typeof obj.version === 'number' && typeof obj.createdAt === 'number' && 'data' in obj -} - -/** - * 检查是否为 GameStore 状态结构 - */ -const isLikelyGameStoreState = (value: unknown): value is Record => { - if (typeof value !== 'object' || value === null) return false - const obj = value as Record - return 'player' in obj && 'locale' in obj -} - -/** - * 构建存档信封 - */ -const buildEnvelope = (payload: SavePayload): SaveEnvelope => ({ - version: CURRENT_SAVE_VERSION, - createdAt: Date.now(), - data: encryptData(payload) -}) - -/** - * 应用迁移 - * 从当前版本逐步迁移到最新版本 - */ -const applyMigrations = (version: number, payload: SavePayload): SavePayload => { - if (version > CURRENT_SAVE_VERSION) { - throw new Error(`Unsupported save version: ${version}`) - } - - let migrated = payload - for (let v = version; v < CURRENT_SAVE_VERSION; v++) { - const migrationFn = migrations[v] - if (migrationFn) { - migrated = migrationFn(migrated) - } - } - - return migrated -} - -/** - * 规范化导入的存档数据 - * 支持新格式(SaveEnvelope)和旧格式(直接加密数据) - */ -const normalizeImportedPayload = (raw: string): { version: number; payload: SavePayload } => { - const trimmed = raw.trim() - if (!trimmed) throw new Error('Empty payload') - - // 尝试解析为 JSON - let parsed: unknown = null - try { - parsed = JSON.parse(trimmed) - } catch { - parsed = null - } - - // 1) 新格式:JSON SaveEnvelope - if (isSaveEnvelope(parsed)) { - const decrypted = typeof parsed.data === 'string' ? decryptData(parsed.data) : typeof parsed.data === 'object' ? parsed.data : null - - if (!decrypted || typeof decrypted !== 'object' || !('game' in decrypted)) { - throw new Error('Invalid save payload') - } - return { version: parsed.version, payload: decrypted as SavePayload } - } - - // 2) 旧格式:{ game: , universe: , npcs: } - if (parsed && typeof parsed === 'object' && 'game' in parsed) { - const legacyParsed = parsed as Record - const gameState = typeof legacyParsed.game === 'string' ? decryptData(legacyParsed.game) : null - if (!gameState) throw new Error('Invalid legacy save payload') - - const universeState = typeof legacyParsed.universe === 'string' ? decryptData(legacyParsed.universe) : null - const npcsState = - typeof (legacyParsed.npcs ?? legacyParsed.npc) === 'string' ? decryptData((legacyParsed.npcs ?? legacyParsed.npc) as string) : null - - return { - version: 0, - payload: { - game: gameState, - universe: universeState, - npcs: npcsState - } - } - } - - // 3) 最旧格式:直接是加密字符串 - if (typeof parsed === 'string') { - const gameState = decryptData(parsed) - if (!gameState) throw new Error('Invalid save payload') - return { version: 0, payload: { game: gameState } } - } - - // 4) 原始加密字符串(非 JSON) - const decrypted = decryptData(trimmed) - if (decrypted && typeof decrypted === 'object') { - if ('game' in decrypted) { - return { version: 0, payload: decrypted as SavePayload } - } - if (isLikelyGameStoreState(decrypted)) { - return { version: 0, payload: { game: decrypted } } - } - } - - // 5) 纯 JSON GameStore 状态 - if (parsed && isLikelyGameStoreState(parsed)) { - return { version: 0, payload: { game: parsed } } - } - - throw new Error('Unsupported save format') -} - -/** - * 创建存档系统 - */ -export const createSaveSystem = (): SaveSystem => { - let gameStore: ReturnType | null = null - let universeStore: ReturnType | null = null - let npcStore: ReturnType | null = null - - /** 延迟获取 Store 引用 */ - const getStores = () => { - if (!gameStore) gameStore = useGameStore() - if (!universeStore) universeStore = useUniverseStore() - if (!npcStore) npcStore = useNPCStore() - return { gameStore, universeStore, npcStore } - } - - /** 导出存档为字符串 */ - const exportSave = (): string => { - const { gameStore, universeStore, npcStore } = getStores() - const payload: SavePayload = { - game: gameStore.$state, - universe: universeStore.$state, - npcs: npcStore.$state - } - return JSON.stringify(buildEnvelope(payload)) - } - - /** 从字符串导入存档 */ - const importSave = async (raw: string): Promise => { - const { version, payload } = normalizeImportedPayload(raw) - const migrated = applyMigrations(version, payload) - - const { gameStore, universeStore, npcStore } = getStores() - - // 重置所有 Store - gameStore.$reset() - universeStore.$reset() - npcStore.$reset() - - if (!migrated.game) throw new Error('Save payload missing game state') - - // 应用迁移后的数据 - gameStore.$patch(migrated.game) - if (migrated.universe) universeStore.$patch(migrated.universe) - if (migrated.npcs) npcStore.$patch(migrated.npcs) - } - - /** 保存到 localStorage */ - const save = async (): Promise => { - if (typeof localStorage === 'undefined') return - localStorage.setItem(DEFAULT_SAVE_KEY, exportSave()) - } - - /** 从 localStorage 加载存档 */ - const load = async (): Promise => { - if (typeof localStorage === 'undefined') return - const saved = localStorage.getItem(DEFAULT_SAVE_KEY) - if (!saved) return - await importSave(saved) - } - - return { - load, - save, - exportSave, - importSave - } -} diff --git a/src/services/scheduler.ts b/src/services/scheduler.ts deleted file mode 100644 index 90cef70..0000000 --- a/src/services/scheduler.ts +++ /dev/null @@ -1,65 +0,0 @@ -/** - * 任务函数类型 - */ -export type Job = () => void - -/** - * 调度器内部任务记录 - */ -interface ScheduledJob { - /** 任务执行间隔(毫秒) */ - intervalMs: number - /** 任务函数 */ - job: Job - /** 上次执行时间 */ - lastRun: number -} - -/** - * 调度器接口 - * 用于管理低频任务(如成就检查、外交清理、自动保存等) - */ -export interface Scheduler { - /** 注册一个定时任务 */ - every(ms: number, job: Job): void - /** 每 tick 调用,检查并执行到期的任务 */ - tick(now: number): void - /** 清除所有任务 */ - clear(): void -} - -/** - * 创建调度器 - * 用于管理不需要每秒运行的低频任务 - */ -export const createScheduler = (): Scheduler => { - const jobs: ScheduledJob[] = [] - - const every = (ms: number, job: Job): void => { - jobs.push({ - intervalMs: ms, - job, - lastRun: 0 // 初始为0,确保首次 tick 时立即执行 - }) - } - - const tick = (now: number): void => { - jobs.forEach(scheduledJob => { - const elapsed = now - scheduledJob.lastRun - if (elapsed >= scheduledJob.intervalMs) { - scheduledJob.job() - scheduledJob.lastRun = now - } - }) - } - - const clear = (): void => { - jobs.length = 0 - } - - return { - every, - tick, - clear - } -} diff --git a/src/services/tickContext.ts b/src/services/tickContext.ts deleted file mode 100644 index cbd37bb..0000000 --- a/src/services/tickContext.ts +++ /dev/null @@ -1,107 +0,0 @@ -import type { useGameStore } from '@/stores/gameStore' -import type { useUniverseStore } from '@/stores/universeStore' -import type { useNPCStore } from '@/stores/npcStore' -import type { Locale } from '@/locales' -import type { DirtyFlags } from '@/logic/dirtyFlags' -import type { Profiler } from './profiler' -import { profiler as globalProfiler } from './profiler' - -/** - * 翻译函数类型 - */ -export type TranslateFn = (key: string, params?: Record) => string - -/** - * 通知回调类型 - */ -export type NotifyFn = (message: string, type?: 'info' | 'success' | 'warning' | 'error') => void - -/** - * 解锁项目类型 - */ -export interface UnlockedItem { - type: 'building' | 'technology' - id: string - name: string -} - -/** - * 解锁通知回调类型 - */ -export type NotifyUnlockFn = (unlockedItems: UnlockedItem[]) => void - -/** - * Tick 上下文接口 - * 集中管理所有 tick 逻辑需要的依赖,避免分散的 imports - */ -export interface TickContext { - // 时间信息 - now: number - deltaMs: number - gameSpeed: number - - // Stores(具体类型化) - gameStore: ReturnType - universeStore: ReturnType - npcStore: ReturnType - - // 国际化 - locale: Locale - t: TranslateFn - - // 通知服务 - notify: NotifyFn - notifyUnlock: NotifyUnlockFn - - // 性能优化:脏标志 - dirtyFlags: DirtyFlags - - // 性能分析器(仅开发环境有效) - profiler: Profiler -} - -/** - * 创建 TickContext 的选项 - */ -export interface CreateTickContextOptions { - gameStore: ReturnType - universeStore: ReturnType - npcStore: ReturnType - t: TranslateFn - notify?: NotifyFn - notifyUnlock?: NotifyUnlockFn - dirtyFlags: DirtyFlags -} - -/** - * 创建 Tick 上下文 - */ -export const createTickContext = (options: CreateTickContextOptions, now: number, deltaMs: number): TickContext => { - const { gameStore, universeStore, npcStore, t, dirtyFlags } = options - - return { - // 时间信息 - now, - deltaMs, - gameSpeed: gameStore.gameSpeed, - - // Stores - gameStore, - universeStore, - npcStore, - - // 国际化 - locale: gameStore.locale, - t, - - // 通知服务(提供默认空实现) - notify: options.notify ?? (() => {}), - notifyUnlock: options.notifyUnlock ?? (() => {}), - - // 性能优化:脏标志 - dirtyFlags, - - // 性能分析器 - profiler: globalProfiler - } -} diff --git a/src/services/timeSource.ts b/src/services/timeSource.ts deleted file mode 100644 index 58b198e..0000000 --- a/src/services/timeSource.ts +++ /dev/null @@ -1,186 +0,0 @@ -/** - * 时间源服务 - * 提供稳定的时间源,处理离线/标签页不活跃场景 - * 防止时间跳跃导致的资源溢出或其他异常 - */ - -/** - * 时间源接口 - */ -export interface TimeSource { - /** 获取当前时间戳(毫秒) */ - now(): number - /** 获取上次记录的时间 */ - getLastTime(): number - /** 更新上次时间记录 */ - setLastTime(time: number): void - /** 计算并返回安全的 deltaMs(已限制最大值) */ - getDeltaMs(currentTime: number): number - /** 检查是否需要追赶(离线时间过长) */ - needsCatchUp(currentTime: number): boolean - /** 获取待追赶的时间(毫秒) */ - getPendingCatchUp(): number - /** 消耗一部分追赶时间 */ - consumeCatchUp(amount: number): void - /** 重置追赶时间 */ - resetCatchUp(): void -} - -/** - * 时间源配置 - */ -export interface TimeSourceConfig { - /** 单次 tick 最大 deltaMs(默认 60 秒) */ - maxDeltaMs: number - /** 触发追赶模式的阈值(默认 5 分钟) */ - catchUpThreshold: number - /** 每次追赶的时间量(默认 60 秒) */ - catchUpChunkSize: number - /** 是否启用追赶模式(默认 true) */ - enableCatchUp: boolean - /** 最大追赶时间(默认 24 小时,防止离线太久导致资源爆炸) */ - maxCatchUpTime: number -} - -/** - * 默认配置 - */ -const DEFAULT_CONFIG: TimeSourceConfig = { - maxDeltaMs: 60 * 1000, // 60 秒 - catchUpThreshold: 5 * 60 * 1000, // 5 分钟 - catchUpChunkSize: 60 * 1000, // 60 秒 - enableCatchUp: true, - maxCatchUpTime: 24 * 60 * 60 * 1000 // 24 小时 -} - -/** - * 创建时间源 - * @param config 可选配置 - */ -export const createTimeSource = (config?: Partial): TimeSource => { - const cfg: TimeSourceConfig = { ...DEFAULT_CONFIG, ...config } - - let lastTime = Date.now() - let pendingCatchUp = 0 - - /** - * 获取当前时间戳 - */ - const now = (): number => { - return Date.now() - } - - /** - * 获取上次记录的时间 - */ - const getLastTime = (): number => { - return lastTime - } - - /** - * 设置上次时间记录 - */ - const setLastTime = (time: number): void => { - lastTime = time - } - - /** - * 计算安全的 deltaMs - * - 限制最大值防止时间跳跃 - * - 将超出部分存入追赶队列 - */ - const getDeltaMs = (currentTime: number): number => { - const rawDelta = currentTime - lastTime - - // 负值处理(系统时间被调整) - if (rawDelta < 0) { - console.warn('[TimeSource] 检测到负 delta,可能是系统时间被调整') - lastTime = currentTime - return 0 - } - - // 如果 delta 超过阈值,启用追赶模式 - if (cfg.enableCatchUp && rawDelta > cfg.catchUpThreshold) { - // 计算需要追赶的时间(限制最大追赶时间) - const excessTime = rawDelta - cfg.maxDeltaMs - pendingCatchUp = Math.min(pendingCatchUp + excessTime, cfg.maxCatchUpTime) - - // 返回限制后的 delta - lastTime = currentTime - return cfg.maxDeltaMs - } - - // 正常情况:限制最大 delta - const clampedDelta = Math.min(rawDelta, cfg.maxDeltaMs) - lastTime = currentTime - - return clampedDelta - } - - /** - * 检查是否需要追赶 - */ - const needsCatchUp = (currentTime: number): boolean => { - if (!cfg.enableCatchUp) return false - return pendingCatchUp > 0 || currentTime - lastTime > cfg.catchUpThreshold - } - - /** - * 获取待追赶时间 - */ - const getPendingCatchUp = (): number => { - return pendingCatchUp - } - - /** - * 消耗追赶时间 - */ - const consumeCatchUp = (amount: number): void => { - pendingCatchUp = Math.max(0, pendingCatchUp - amount) - } - - /** - * 重置追赶时间 - */ - const resetCatchUp = (): void => { - pendingCatchUp = 0 - } - - return { - now, - getLastTime, - setLastTime, - getDeltaMs, - needsCatchUp, - getPendingCatchUp, - consumeCatchUp, - resetCatchUp - } -} - -/** - * 格式化时间差(用于调试/显示) - */ -export const formatTimeDelta = (ms: number): string => { - if (ms < 1000) return `${ms}ms` - if (ms < 60000) return `${(ms / 1000).toFixed(1)}s` - if (ms < 3600000) return `${(ms / 60000).toFixed(1)}m` - return `${(ms / 3600000).toFixed(1)}h` -} - -/** - * 计算离线期间应获得的资源比例 - * 可以根据离线时间长度给予不同的效率 - * @param offlineMs 离线时间(毫秒) - * @returns 效率系数(0-1) - */ -export const calcOfflineEfficiency = (offlineMs: number): number => { - // 前 1 小时:100% 效率 - if (offlineMs <= 3600000) return 1.0 - // 1-6 小时:80% 效率 - if (offlineMs <= 6 * 3600000) return 0.8 - // 6-24 小时:50% 效率 - if (offlineMs <= 24 * 3600000) return 0.5 - // 超过 24 小时:30% 效率 - return 0.3 -} diff --git a/src/views/SettingsView.vue b/src/views/SettingsView.vue index 2132d74..3e6e798 100644 --- a/src/views/SettingsView.vue +++ b/src/views/SettingsView.vue @@ -399,10 +399,8 @@ import WebDAVFileListDialog from '@/components/settings/WebDAVFileListDialog.vue' import { useHints } from '@/composables/useHints' import { uploadToWebDAV, downloadFromWebDAV } from '@/services/webdavService' - import { createSaveSystem } from '@/services/saveSystem' const { t } = useI18n() - const saveSystem = createSaveSystem() const { hintsEnabled, setHintsEnabled, resetHints } = useHints() const gameStore = useGameStore() @@ -570,10 +568,27 @@ try { isExporting.value = true - // 使用 SaveSystem 导出(带版本号的 SaveEnvelope 格式) - const jsonString = saveSystem.exportSave() + // 获取游戏数据 + const gameData = localStorage.getItem(pkg.name) + // 获取地图数据 + const universeData = localStorage.getItem(`${pkg.name}-universe`) + // 获取npc数据 + const npcData = localStorage.getItem(`${pkg.name}-npcs`) + + if (!gameData) { + toast.error(t('settings.exportFailed')) + return + } + + // 合并数据 + const exportData = { + game: gameData, + npcs: npcData, + universe: universeData || null + } const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json` + const jsonString = JSON.stringify(exportData, null, 2) // Android 保存到公共 Downloads 目录 if (Capacitor.isNativePlatform()) { @@ -628,12 +643,33 @@ const importData = async (file: File) => { try { const reader = new FileReader() - reader.onload = async e => { + reader.onload = e => { try { const result = e.target?.result if (typeof result === 'string') { - // 使用 SaveSystem 导入(支持新旧格式自动转换和迁移) - await saveSystem.importSave(result) + const importData = JSON.parse(result) + + // 兼容旧版本:如果是旧格式(直接是字符串),只导入游戏数据 + if (typeof importData === 'string' || !importData.game) { + localStorage.setItem(pkg.name, result) + toast.success(t('settings.importSuccess')) + setTimeout(() => window.location.reload(), 1000) + return + } + + // 新格式:分别导入游戏数据和地图数据 + if (importData.game) { + localStorage.setItem(pkg.name, importData.game) + } + + if (importData.universe) { + localStorage.setItem(`${pkg.name}-universe`, importData.universe) + } + + if (importData.npcs) { + localStorage.setItem(`${pkg.name}-npcs`, importData.npcs) + } + toast.success(t('settings.importSuccess')) // 延迟刷新页面以让toast显示 setTimeout(() => window.location.reload(), 1000) @@ -742,8 +778,24 @@ isWebDAVUploading.value = true try { - // 使用 SaveSystem 导出(带版本号的 SaveEnvelope 格式) - const jsonString = saveSystem.exportSave() + // 获取游戏数据 + const gameData = localStorage.getItem(pkg.name) + const universeData = localStorage.getItem(`${pkg.name}-universe`) + const npcData = localStorage.getItem(`${pkg.name}-npcs`) + + if (!gameData) { + toast.error(t('settings.exportFailed')) + return + } + + // 合并数据 + const exportData = { + game: gameData, + npcs: npcData, + universe: universeData || null + } + + const jsonString = JSON.stringify(exportData, null, 2) const result = await uploadToWebDAV(webdavConfig.value, jsonString) if (result.success) { @@ -777,10 +829,25 @@ showConfirmDialog.value = true gameStore.isPaused = true - confirmCallback = async () => { + confirmCallback = () => { try { - // 使用 SaveSystem 导入(支持新旧格式自动转换和迁移) - await saveSystem.importSave(result.data!) + const importData = JSON.parse(result.data!) + + // 兼容旧版本格式 + if (typeof importData === 'string' || !importData.game) { + localStorage.setItem(pkg.name, result.data!) + } else { + if (importData.game) { + localStorage.setItem(pkg.name, importData.game) + } + if (importData.universe) { + localStorage.setItem(`${pkg.name}-universe`, importData.universe) + } + if (importData.npcs) { + localStorage.setItem(`${pkg.name}-npcs`, importData.npcs) + } + } + toast.success(t('settings.importSuccess')) setTimeout(() => window.location.reload(), 1000) } catch (error) { diff --git a/src/workers/battle.worker.ts b/src/workers/battle.worker.ts index 9f08d64..278a69d 100644 --- a/src/workers/battle.worker.ts +++ b/src/workers/battle.worker.ts @@ -5,9 +5,8 @@ import type { Fleet, Resources } from '@/types/game' import { ShipType, DefenseType } from '@/types/game' import { SHIPS, DEFENSES } from '@/config/gameConfig' -import type { BattleSideData, BattleSimulationResult } from '@/types/worker' -import type { WorkerRequest, WorkerResponse } from './types' -import { WorkerMessageType } from './types' +import type { WorkerRequestMessage, WorkerResponseMessage, BattleSideData, BattleSimulationResult } from '@/types/worker' +import { WorkerMessageType } from '@/types/worker' // 战斗单位接口 interface CombatUnit { @@ -421,7 +420,7 @@ const calculateDebrisField = ( // Worker 消息处理 // ============================================================================ -self.onmessage = (event: MessageEvent) => { +self.onmessage = (event: MessageEvent) => { const { id, type, payload } = event.data try { @@ -468,17 +467,19 @@ self.onmessage = (event: MessageEvent) => { } // 发送成功响应 - const response: WorkerResponse = { + const response: WorkerResponseMessage = { id, - ok: true, - payload: result + type: WorkerMessageType.SUCCESS, + success: true, + data: result } self.postMessage(response) } catch (error) { // 发送错误响应 - const response: WorkerResponse = { + const response: WorkerResponseMessage = { id, - ok: false, + type: WorkerMessageType.ERROR, + success: false, error: error instanceof Error ? error.message : String(error) } self.postMessage(response) diff --git a/src/workers/types.ts b/src/workers/types.ts deleted file mode 100644 index 9e583ba..0000000 --- a/src/workers/types.ts +++ /dev/null @@ -1,44 +0,0 @@ -/** - * Worker 通用类型定义 - * 统一的请求/响应格式 - */ - -/** - * Worker 请求消息 - * @template T - payload 类型 - */ -export interface WorkerRequest { - /** 唯一消息 ID */ - id: string - /** 消息类型 */ - type: string - /** 请求载荷 */ - payload: T -} - -/** - * Worker 响应消息 - * @template T - payload 类型 - */ -export interface WorkerResponse { - /** 对应请求的消息 ID */ - id: string - /** 是否成功 */ - ok: boolean - /** 响应载荷(成功时) */ - payload?: T - /** 错误信息(失败时) */ - error?: string -} - -/** - * Worker 消息类型枚举 - */ -export const WorkerMessageType = { - // 战斗模拟相关 - SIMULATE_BATTLE: 'SIMULATE_BATTLE', - CALCULATE_PLUNDER: 'CALCULATE_PLUNDER', - CALCULATE_DEBRIS: 'CALCULATE_DEBRIS' -} as const - -export type WorkerMessageType = (typeof WorkerMessageType)[keyof typeof WorkerMessageType] diff --git a/src/workers/workerManager.ts b/src/workers/workerManager.ts index 776734d..01b1964 100644 --- a/src/workers/workerManager.ts +++ b/src/workers/workerManager.ts @@ -2,8 +2,8 @@ * Worker 管理器 * 统一管理所有 Worker 的创建、通信和销毁 */ -import type { WorkerRequest, WorkerResponse, WorkerMessageType } from './types' -import { WorkerMessageType as MsgType } from './types' +import type { WorkerRequestMessage, WorkerResponseMessage, WorkerMessageType } from '@/types/worker' +import { WorkerMessageType as MsgType } from '@/types/worker' import { toRaw } from 'vue' import BattleWorker from './battle.worker?worker' @@ -53,7 +53,7 @@ class WorkerManager { private battleWorker: Worker | null = null private pendingTasks: Map = new Map() private messageIdCounter = 0 - private readonly defaultTimeout = 10000 // 10秒超时 + private readonly defaultTimeout = 10000 // 30秒超时 /** * 初始化战斗 Worker @@ -69,8 +69,8 @@ class WorkerManager { * 设置 Worker 消息处理器 */ private setupWorkerHandlers(worker: Worker, workerName: string): void { - worker.onmessage = (event: MessageEvent) => { - const { id, ok, payload, error } = event.data + worker.onmessage = (event: MessageEvent) => { + const { id, success, data, error } = event.data const task = this.pendingTasks.get(id) if (!task) { @@ -87,8 +87,8 @@ class WorkerManager { this.pendingTasks.delete(id) // 处理响应 - if (ok) { - task.resolve(payload) + if (success) { + task.resolve(data) } else { task.reject(new Error(error || 'Worker task failed')) } @@ -157,7 +157,7 @@ class WorkerManager { }) // 发送消息(使用 toPlainObject 转换 Vue Proxy 对象,然后使用浏览器内置的 structured clone) - const message: WorkerRequest = { id, type, payload: toPlainObject(payload) } + const message: WorkerRequestMessage = { id, type, payload: toPlainObject(payload) } worker.postMessage(message) }) }