feat: 资源与舰队安全添加及容量校验优化

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。
This commit is contained in:
谦君
2025-12-17 23:07:48 +08:00
parent ebd7eb1405
commit 6813456d12
7 changed files with 196 additions and 52 deletions

View File

@@ -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<DefenseType, number>
// 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<TechnologyType, number>
): { success: boolean; overflow?: Partial<Record<ShipType, number>> } => {
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<TechnologyType, number>,
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)
}