From 6813456d12067540cea9270ef6aa3127b687df81 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=B0=A6=E5=90=9B?= <73606411+setube@users.noreply.github.com> Date: Wed, 17 Dec 2025 23:07:48 +0800 Subject: [PATCH] =?UTF-8?q?feat:=20=E8=B5=84=E6=BA=90=E4=B8=8E=E8=88=B0?= =?UTF-8?q?=E9=98=9F=E5=AE=89=E5=85=A8=E6=B7=BB=E5=8A=A0=E5=8F=8A=E5=AE=B9?= =?UTF-8?q?=E9=87=8F=E6=A0=A1=E9=AA=8C=E4=BC=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 实现资源和舰队安全添加函数,防止超出仓储/舰队容量时溢出,超出部分自动丢弃。运输、部署、舰队返回等流程统一使用安全添加逻辑。建造队列纳入容量校验,导弹容量校验支持队列中导弹数量。修复NPC舰船建造极端情况下的除零和NaN问题。 --- src/logic/diplomaticLogic.ts | 12 +++-- src/logic/fleetLogic.ts | 87 +++++++++++++++++++++------------- src/logic/fleetStorageLogic.ts | 66 +++++++++++++++++++++++++- src/logic/npcGrowthLogic.ts | 19 ++++---- src/logic/resourceLogic.ts | 38 +++++++++++++++ src/logic/shipLogic.ts | 24 +++++++++- src/logic/shipValidation.ts | 2 +- 7 files changed, 196 insertions(+), 52 deletions(-) diff --git a/src/logic/diplomaticLogic.ts b/src/logic/diplomaticLogic.ts index c443403..ae01e17 100644 --- a/src/logic/diplomaticLogic.ts +++ b/src/logic/diplomaticLogic.ts @@ -6,6 +6,8 @@ import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { locales, type Locale } from '@/locales' +import * as resourceLogic from './resourceLogic' +import * as officerLogic from './officerLogic' import type { DiplomaticRelation, RelationStatus, @@ -783,14 +785,14 @@ export const handleNPCGiftToPlayer = (npc: NPC, player: Player, giftResources: R * @param locale 语言代码 */ export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => { - // 将资源添加到玩家主星球 + // 将资源添加到玩家主星球(使用安全添加函数防止溢出) if (player.planets && player.planets.length > 0) { const mainPlanet = player.planets[0] if (mainPlanet) { - mainPlanet.resources.metal += giftNotification.resources.metal - mainPlanet.resources.crystal += giftNotification.resources.crystal - mainPlanet.resources.deuterium += giftNotification.resources.deuterium - mainPlanet.resources.darkMatter += giftNotification.resources.darkMatter + // 计算军官加成 + const bonuses = officerLogic.calculateActiveBonuses(player.officers, Date.now()) + // 使用安全添加函数,超出容量的资源会丢失 + resourceLogic.addResourcesSafely(mainPlanet, giftNotification.resources, bonuses.storageCapacityBonus) } } diff --git a/src/logic/fleetLogic.ts b/src/logic/fleetLogic.ts index 2747a58..36b0732 100644 --- a/src/logic/fleetLogic.ts +++ b/src/logic/fleetLogic.ts @@ -6,6 +6,9 @@ import * as battleLogic from './battleLogic' import * as moonLogic from './moonLogic' import * as moonValidation from './moonValidation' import * as diplomaticLogic from './diplomaticLogic' +import * as resourceLogic from './resourceLogic' +import * as fleetStorageLogic from './fleetStorageLogic' +import * as officerLogic from './officerLogic' /** * 计算两个星球之间的距离 @@ -78,8 +81,9 @@ export const processTransportArrival = ( targetPlanet: Planet | undefined, player?: Player, allNpcs?: NPC[], - locale: Locale = 'zh-CN' -): { success: boolean; reputationGain?: number } => { + locale: Locale = 'zh-CN', + storageCapacityBonus: number = 0 +): { success: boolean; reputationGain?: number; overflow?: Resources } => { // 检查是否是赠送任务 if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) { const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId) @@ -101,13 +105,15 @@ export const processTransportArrival = ( // 正常运输任务 if (targetPlanet) { - targetPlanet.resources.metal += mission.cargo.metal - targetPlanet.resources.crystal += mission.cargo.crystal - targetPlanet.resources.deuterium += mission.cargo.deuterium - targetPlanet.resources.darkMatter += mission.cargo.darkMatter + // 使用安全添加函数,防止资源溢出 + const result = resourceLogic.addResourcesSafely(targetPlanet, mission.cargo, storageCapacityBonus) mission.status = 'returning' - mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } - return { success: true } + + // 如果有溢出的资源,保留在cargo中返回给发送者 + if (result.overflow.metal > 0 || result.overflow.crystal > 0 || result.overflow.deuterium > 0 || result.overflow.darkMatter > 0) { + mission.cargo = result.overflow + return { success: true, overflow: result.overflow } + } } mission.status = 'returning' mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } @@ -178,10 +184,10 @@ export const processAttackArrival = async ( }) targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record - // 扣除掠夺的资源 - targetPlanet.resources.metal -= battleResult.plunder.metal - targetPlanet.resources.crystal -= battleResult.plunder.crystal - targetPlanet.resources.deuterium -= battleResult.plunder.deuterium + // 扣除掠夺的资源(防止下溢到负数) + targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal) + targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal) + targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium) mission.status = 'returning' @@ -519,18 +525,28 @@ export const processSpyArrival = ( /** * 处理部署任务到达 */ -export const processDeployArrival = (mission: FleetMission, targetPlanet: Planet | undefined, playerId: string): boolean => { +export const processDeployArrival = ( + mission: FleetMission, + targetPlanet: Planet | undefined, + playerId: string, + technologies: Record +): { success: boolean; overflow?: Partial> } => { if (!targetPlanet || targetPlanet.ownerId !== playerId) { mission.status = 'returning' - return false + return { success: false } } - for (const [shipType, count] of Object.entries(mission.fleet)) { - targetPlanet.fleet[shipType as ShipType] += count + // 使用安全添加函数,防止舰队仓储溢出 + const result = fleetStorageLogic.addFleetSafely(targetPlanet, mission.fleet, technologies) + // 如果有溢出的舰船,保留在mission.fleet中返回给发送者 + const hasOverflow = Object.keys(result.overflow).length > 0 + if (hasOverflow) { + mission.fleet = result.overflow as Fleet + mission.status = 'returning' + return { success: true, overflow: result.overflow } } - // 部署任务直接完成,不返回 - return true + return { success: true } } /** @@ -693,19 +709,19 @@ export const processDestroyArrival = ( /** * 处理舰队任务返回 */ -export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => { - // 舰船返回 - Object.entries(mission.fleet).forEach(([shipType, count]) => { - if (count > 0) { - originPlanet.fleet[shipType as ShipType] += count - } - }) +export const processFleetReturn = ( + mission: FleetMission, + originPlanet: Planet, + technologies: Record, + storageCapacityBonus: number +): void => { + // 舰船返回 - 使用安全添加函数 + fleetStorageLogic.addFleetSafely(originPlanet, mission.fleet, technologies) + // 注意:如果舰队仓储溢出,超出部分会丢失(这是合理的惩罚) - // 资源返回(掠夺物或运输货物) - originPlanet.resources.metal += mission.cargo.metal - originPlanet.resources.crystal += mission.cargo.crystal - originPlanet.resources.deuterium += mission.cargo.deuterium - originPlanet.resources.darkMatter += mission.cargo.darkMatter + // 资源返回(掠夺物或运输货物)- 使用安全添加函数 + resourceLogic.addResourcesSafely(originPlanet, mission.cargo, storageCapacityBonus) + // 注意:如果资源仓储溢出,超出部分会丢失(这是合理的惩罚) } /** @@ -743,6 +759,9 @@ export const updateFleetMissions = async ( // 获取所有星球列表(用于月球生成检查) const allPlanets = Array.from(planets.values()) + // 计算军官加成(用于资源容量计算) + const bonuses = officerLogic.calculateActiveBonuses(attacker.officers, now) + const storageCapacityBonus = bonuses.storageCapacityBonus // 使用 for...of 以支持 await for (const mission of missions) { @@ -755,7 +774,7 @@ export const updateFleetMissions = async ( switch (mission.missionType) { case MissionType.Transport: - processTransportArrival(mission, targetPlanet, attacker, allNpcs) + processTransportArrival(mission, targetPlanet, attacker, allNpcs, locale, storageCapacityBonus) break case MissionType.Attack: { @@ -808,8 +827,8 @@ export const updateFleetMissions = async ( break case MissionType.Deploy: - const deployed = processDeployArrival(mission, targetPlanet, attacker.id) - if (deployed) { + const deployed = processDeployArrival(mission, targetPlanet, attacker.id, attacker.technologies) + if (deployed.success && !deployed.overflow) { completedMissions.push(mission.id) } break @@ -858,7 +877,7 @@ export const updateFleetMissions = async ( if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { // 舰队返回 if (originPlanet) { - processFleetReturn(mission, originPlanet) + processFleetReturn(mission, originPlanet, attacker.technologies, storageCapacityBonus) } completedMissions.push(mission.id) } diff --git a/src/logic/fleetStorageLogic.ts b/src/logic/fleetStorageLogic.ts index 44cd507..052d0ec 100644 --- a/src/logic/fleetStorageLogic.ts +++ b/src/logic/fleetStorageLogic.ts @@ -52,6 +52,26 @@ export const calculateMaxFleetStorage = (planet: Planet, technologies: Record): number => { + let queueUsage = 0 + + for (const item of buildQueue) { + if (item.type === 'ship') { + const shipType = item.itemType as ShipType + const quantity = item.quantity || 0 + const shipConfig = SHIPS[shipType] + queueUsage += quantity * shipConfig.storageUsage + } + } + + return queueUsage +} + /** * 检查是否有足够的舰队仓储空间建造新舰船 * @param planet 星球对象 @@ -67,10 +87,11 @@ export const hasEnoughFleetStorage = ( technologies: Record ): boolean => { const currentUsage = calculateFleetStorageUsage(planet.fleet) + const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue) const maxStorage = calculateMaxFleetStorage(planet, technologies) const newShipUsage = SHIPS[shipType].storageUsage * quantity - return currentUsage + newShipUsage <= maxStorage + return currentUsage + queueUsage + newShipUsage <= maxStorage } /** @@ -93,3 +114,46 @@ export const getMaxBuildableShips = (planet: Planet, shipType: ShipType, technol return Math.floor(availableStorage / shipStorageUsage) } + +/** + * 安全地添加舰船到星球(会检查舰队仓储容量上限) + * @param planet 星球对象 + * @param fleet 要添加的舰船 + * @param technologies 玩家的科技等级 + * @returns 实际添加的舰船数量和溢出的舰船数量 + */ +export const addFleetSafely = ( + planet: Planet, + fleet: Partial>, + technologies: Record +): { added: Partial>; overflow: Partial> } => { + const maxStorage = calculateMaxFleetStorage(planet, technologies) + let currentUsage = calculateFleetStorageUsage(planet.fleet) + + const added: Partial> = {} + const overflow: Partial> = {} + + for (const [shipType, count] of Object.entries(fleet)) { + if (count <= 0) continue + + const ship = shipType as ShipType + const shipStorageUsage = SHIPS[ship].storageUsage + + // 计算可以添加多少艘(不超过容量上限) + const spaceAvailable = Math.max(0, maxStorage - currentUsage) + const maxCanAdd = shipStorageUsage > 0 ? Math.floor(spaceAvailable / shipStorageUsage) : count + const actuallyAdded = Math.min(count, maxCanAdd) + const overflowed = count - actuallyAdded + if (actuallyAdded > 0) { + planet.fleet[ship] = (planet.fleet[ship] || 0) + actuallyAdded + added[ship] = actuallyAdded + currentUsage += actuallyAdded * shipStorageUsage + } + + if (overflowed > 0) { + overflow[ship] = overflowed + } + } + + return { added, overflow } +} diff --git a/src/logic/npcGrowthLogic.ts b/src/logic/npcGrowthLogic.ts index 35ee74a..77eb4d7 100644 --- a/src/logic/npcGrowthLogic.ts +++ b/src/logic/npcGrowthLogic.ts @@ -384,15 +384,16 @@ export const autoBuildNPCFleet = (npc: NPC): void => { if (!canBuild) continue - // 根据难度和当前资源决定建造数量 - const maxAffordable = Math.floor( - Math.min( - planet.resources.metal / shipConfig.cost.metal, - planet.resources.crystal / shipConfig.cost.crystal, - planet.resources.deuterium / shipConfig.cost.deuterium, - shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity - ) - ) + // 根据难度和当前资源决定建造数量(防止除零) + const metalAffordable = shipConfig.cost.metal > 0 ? planet.resources.metal / shipConfig.cost.metal : Infinity + const crystalAffordable = shipConfig.cost.crystal > 0 ? planet.resources.crystal / shipConfig.cost.crystal : Infinity + const deuteriumAffordable = shipConfig.cost.deuterium > 0 ? planet.resources.deuterium / shipConfig.cost.deuterium : Infinity + const darkMatterAffordable = shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity + + const maxAffordable = Math.floor(Math.min(metalAffordable, crystalAffordable, deuteriumAffordable, darkMatterAffordable)) + + // 防止NaN或Infinity(如果所有成本都为0的极端情况) + if (!Number.isFinite(maxAffordable) || maxAffordable <= 0) continue // 建造数量:简单1-5艘,中等5-10艘,困难10-20艘 const buildCount = Math.min(maxAffordable, npc.difficulty === 'easy' ? 5 : npc.difficulty === 'medium' ? 10 : 20) diff --git a/src/logic/resourceLogic.ts b/src/logic/resourceLogic.ts index 42dc32f..3d0d9f2 100644 --- a/src/logic/resourceLogic.ts +++ b/src/logic/resourceLogic.ts @@ -194,6 +194,44 @@ export const addResources = (currentResources: Resources, amount: Resources): vo currentResources.darkMatter += amount.darkMatter } +/** + * 安全地添加资源(会检查仓储容量上限) + * @param planet 星球对象 + * @param amount 要添加的资源 + * @param storageCapacityBonus 仓储容量加成 + * @returns 实际添加的资源数量和溢出的资源数量 + */ +export const addResourcesSafely = ( + planet: Planet, + amount: Resources, + storageCapacityBonus: number +): { added: Resources; overflow: Resources } => { + const capacity = calculateResourceCapacity(planet, storageCapacityBonus) + + const added: Resources = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } + const overflow: Resources = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } + + // 处理每种资源 + const resources: Array = ['metal', 'crystal', 'deuterium', 'darkMatter'] + + for (const resourceType of resources) { + const currentAmount = planet.resources[resourceType] + const amountToAdd = amount[resourceType] + const maxCapacity = capacity[resourceType] + + // 计算可以添加的量(不超过容量上限) + const spaceAvailable = Math.max(0, maxCapacity - currentAmount) + const actuallyAdded = Math.min(amountToAdd, spaceAvailable) + const overflowed = amountToAdd - actuallyAdded + + planet.resources[resourceType] += actuallyAdded + added[resourceType] = actuallyAdded + overflow[resourceType] = overflowed + } + + return { added, overflow } +} + /** * 资源产量详细信息(用于UI展示) */ diff --git a/src/logic/shipLogic.ts b/src/logic/shipLogic.ts index 877bd29..55586fb 100644 --- a/src/logic/shipLogic.ts +++ b/src/logic/shipLogic.ts @@ -173,6 +173,24 @@ export const calculateCurrentMissileCount = (defense: Partial): number => { + let queueMissileCount = 0 + + for (const item of buildQueue) { + if (item.type === 'defense') { + const defenseType = item.itemType as DefenseType + if (defenseType === DefenseType.InterplanetaryMissile || defenseType === DefenseType.AntiBallisticMissile) { + queueMissileCount += item.quantity || 0 + } + } + } + + return queueMissileCount +} + /** * 检查导弹容量限制 */ @@ -180,7 +198,8 @@ export const checkMissileSiloLimit = ( defenseType: DefenseType, currentDefense: Partial>, buildings: Partial>, - quantity: number + quantity: number, + buildQueue?: Array<{ type: string; itemType: string; quantity?: number }> ): boolean => { // 只对导弹类型进行检查 if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) { @@ -189,7 +208,8 @@ export const checkMissileSiloLimit = ( const maxCapacity = calculateMissileSiloCapacity(buildings) const currentCount = calculateCurrentMissileCount(currentDefense) - const newCount = currentCount + quantity + const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0 + const newCount = currentCount + queueCount + quantity return newCount <= maxCapacity } diff --git a/src/logic/shipValidation.ts b/src/logic/shipValidation.ts index 1dbdc52..b1936b7 100644 --- a/src/logic/shipValidation.ts +++ b/src/logic/shipValidation.ts @@ -101,7 +101,7 @@ export const validateDefenseBuild = ( } // 导弹发射井容量限制 - if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity)) { + if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) { return { valid: false, reason: 'errors.missileSiloLimit' } }