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https://github.com/setube/ogame-vue-ts.git
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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:
@@ -6,6 +6,8 @@
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import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
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import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
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import { locales, type Locale } from '@/locales'
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import { locales, type Locale } from '@/locales'
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import * as resourceLogic from './resourceLogic'
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import * as officerLogic from './officerLogic'
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import type {
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import type {
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DiplomaticRelation,
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DiplomaticRelation,
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RelationStatus,
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RelationStatus,
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@@ -783,14 +785,14 @@ export const handleNPCGiftToPlayer = (npc: NPC, player: Player, giftResources: R
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* @param locale 语言代码
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* @param locale 语言代码
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*/
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*/
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export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => {
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export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => {
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// 将资源添加到玩家主星球
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// 将资源添加到玩家主星球(使用安全添加函数防止溢出)
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if (player.planets && player.planets.length > 0) {
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if (player.planets && player.planets.length > 0) {
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const mainPlanet = player.planets[0]
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const mainPlanet = player.planets[0]
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if (mainPlanet) {
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if (mainPlanet) {
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mainPlanet.resources.metal += giftNotification.resources.metal
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// 计算军官加成
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mainPlanet.resources.crystal += giftNotification.resources.crystal
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const bonuses = officerLogic.calculateActiveBonuses(player.officers, Date.now())
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mainPlanet.resources.deuterium += giftNotification.resources.deuterium
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// 使用安全添加函数,超出容量的资源会丢失
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mainPlanet.resources.darkMatter += giftNotification.resources.darkMatter
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resourceLogic.addResourcesSafely(mainPlanet, giftNotification.resources, bonuses.storageCapacityBonus)
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}
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}
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}
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}
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@@ -6,6 +6,9 @@ import * as battleLogic from './battleLogic'
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import * as moonLogic from './moonLogic'
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import * as moonLogic from './moonLogic'
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import * as moonValidation from './moonValidation'
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import * as moonValidation from './moonValidation'
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import * as diplomaticLogic from './diplomaticLogic'
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import * as diplomaticLogic from './diplomaticLogic'
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import * as resourceLogic from './resourceLogic'
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import * as fleetStorageLogic from './fleetStorageLogic'
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import * as officerLogic from './officerLogic'
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/**
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/**
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* 计算两个星球之间的距离
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* 计算两个星球之间的距离
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@@ -78,8 +81,9 @@ export const processTransportArrival = (
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targetPlanet: Planet | undefined,
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targetPlanet: Planet | undefined,
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player?: Player,
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player?: Player,
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allNpcs?: NPC[],
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allNpcs?: NPC[],
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locale: Locale = 'zh-CN'
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locale: Locale = 'zh-CN',
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): { success: boolean; reputationGain?: number } => {
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storageCapacityBonus: number = 0
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): { success: boolean; reputationGain?: number; overflow?: Resources } => {
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// 检查是否是赠送任务
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// 检查是否是赠送任务
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if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
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if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
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const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
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const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
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@@ -101,13 +105,15 @@ export const processTransportArrival = (
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// 正常运输任务
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// 正常运输任务
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if (targetPlanet) {
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if (targetPlanet) {
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targetPlanet.resources.metal += mission.cargo.metal
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// 使用安全添加函数,防止资源溢出
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targetPlanet.resources.crystal += mission.cargo.crystal
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const result = resourceLogic.addResourcesSafely(targetPlanet, mission.cargo, storageCapacityBonus)
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targetPlanet.resources.deuterium += mission.cargo.deuterium
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targetPlanet.resources.darkMatter += mission.cargo.darkMatter
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mission.status = 'returning'
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mission.status = 'returning'
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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return { success: true }
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// 如果有溢出的资源,保留在cargo中返回给发送者
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if (result.overflow.metal > 0 || result.overflow.crystal > 0 || result.overflow.deuterium > 0 || result.overflow.darkMatter > 0) {
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mission.cargo = result.overflow
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return { success: true, overflow: result.overflow }
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}
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}
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}
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mission.status = 'returning'
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mission.status = 'returning'
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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@@ -178,10 +184,10 @@ export const processAttackArrival = async (
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})
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})
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targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
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targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
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// 扣除掠夺的资源
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// 扣除掠夺的资源(防止下溢到负数)
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targetPlanet.resources.metal -= battleResult.plunder.metal
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targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal)
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targetPlanet.resources.crystal -= battleResult.plunder.crystal
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targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal)
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targetPlanet.resources.deuterium -= battleResult.plunder.deuterium
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targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium)
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mission.status = 'returning'
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mission.status = 'returning'
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@@ -519,18 +525,28 @@ export const processSpyArrival = (
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/**
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/**
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* 处理部署任务到达
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* 处理部署任务到达
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*/
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*/
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export const processDeployArrival = (mission: FleetMission, targetPlanet: Planet | undefined, playerId: string): boolean => {
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export const processDeployArrival = (
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mission: FleetMission,
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targetPlanet: Planet | undefined,
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playerId: string,
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technologies: Record<TechnologyType, number>
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): { success: boolean; overflow?: Partial<Record<ShipType, number>> } => {
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if (!targetPlanet || targetPlanet.ownerId !== playerId) {
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if (!targetPlanet || targetPlanet.ownerId !== playerId) {
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mission.status = 'returning'
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mission.status = 'returning'
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return false
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return { success: false }
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}
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}
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for (const [shipType, count] of Object.entries(mission.fleet)) {
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// 使用安全添加函数,防止舰队仓储溢出
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targetPlanet.fleet[shipType as ShipType] += count
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const result = fleetStorageLogic.addFleetSafely(targetPlanet, mission.fleet, technologies)
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// 如果有溢出的舰船,保留在mission.fleet中返回给发送者
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const hasOverflow = Object.keys(result.overflow).length > 0
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if (hasOverflow) {
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mission.fleet = result.overflow as Fleet
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mission.status = 'returning'
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return { success: true, overflow: result.overflow }
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}
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}
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// 部署任务直接完成,不返回
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// 部署任务直接完成,不返回
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return true
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return { success: true }
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}
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}
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/**
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/**
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@@ -693,19 +709,19 @@ export const processDestroyArrival = (
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/**
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/**
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* 处理舰队任务返回
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* 处理舰队任务返回
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*/
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*/
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export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => {
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export const processFleetReturn = (
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// 舰船返回
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mission: FleetMission,
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Object.entries(mission.fleet).forEach(([shipType, count]) => {
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originPlanet: Planet,
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if (count > 0) {
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technologies: Record<TechnologyType, number>,
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originPlanet.fleet[shipType as ShipType] += count
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storageCapacityBonus: number
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}
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): void => {
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})
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// 舰船返回 - 使用安全添加函数
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fleetStorageLogic.addFleetSafely(originPlanet, mission.fleet, technologies)
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// 注意:如果舰队仓储溢出,超出部分会丢失(这是合理的惩罚)
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// 资源返回(掠夺物或运输货物)
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// 资源返回(掠夺物或运输货物)- 使用安全添加函数
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originPlanet.resources.metal += mission.cargo.metal
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resourceLogic.addResourcesSafely(originPlanet, mission.cargo, storageCapacityBonus)
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originPlanet.resources.crystal += mission.cargo.crystal
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// 注意:如果资源仓储溢出,超出部分会丢失(这是合理的惩罚)
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originPlanet.resources.deuterium += mission.cargo.deuterium
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originPlanet.resources.darkMatter += mission.cargo.darkMatter
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}
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}
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/**
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/**
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@@ -743,6 +759,9 @@ export const updateFleetMissions = async (
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// 获取所有星球列表(用于月球生成检查)
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// 获取所有星球列表(用于月球生成检查)
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const allPlanets = Array.from(planets.values())
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const allPlanets = Array.from(planets.values())
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// 计算军官加成(用于资源容量计算)
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const bonuses = officerLogic.calculateActiveBonuses(attacker.officers, now)
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const storageCapacityBonus = bonuses.storageCapacityBonus
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// 使用 for...of 以支持 await
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// 使用 for...of 以支持 await
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for (const mission of missions) {
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for (const mission of missions) {
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@@ -755,7 +774,7 @@ export const updateFleetMissions = async (
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switch (mission.missionType) {
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switch (mission.missionType) {
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case MissionType.Transport:
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case MissionType.Transport:
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processTransportArrival(mission, targetPlanet, attacker, allNpcs)
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processTransportArrival(mission, targetPlanet, attacker, allNpcs, locale, storageCapacityBonus)
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break
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break
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case MissionType.Attack: {
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case MissionType.Attack: {
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@@ -808,8 +827,8 @@ export const updateFleetMissions = async (
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break
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break
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case MissionType.Deploy:
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case MissionType.Deploy:
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const deployed = processDeployArrival(mission, targetPlanet, attacker.id)
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const deployed = processDeployArrival(mission, targetPlanet, attacker.id, attacker.technologies)
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if (deployed) {
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if (deployed.success && !deployed.overflow) {
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completedMissions.push(mission.id)
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completedMissions.push(mission.id)
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}
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}
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break
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break
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@@ -858,7 +877,7 @@ export const updateFleetMissions = async (
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if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
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if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
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// 舰队返回
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// 舰队返回
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if (originPlanet) {
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if (originPlanet) {
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processFleetReturn(mission, originPlanet)
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processFleetReturn(mission, originPlanet, attacker.technologies, storageCapacityBonus)
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}
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}
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completedMissions.push(mission.id)
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completedMissions.push(mission.id)
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}
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}
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@@ -52,6 +52,26 @@ export const calculateMaxFleetStorage = (planet: Planet, technologies: Record<Te
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return maxStorage
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return maxStorage
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}
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}
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/**
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* 计算建造队列中的舰船仓储使用量
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* @param buildQueue 建造队列
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* @returns 队列中舰船的仓储使用量
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*/
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export const calculateQueueFleetStorageUsage = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): number => {
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let queueUsage = 0
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for (const item of buildQueue) {
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if (item.type === 'ship') {
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const shipType = item.itemType as ShipType
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const quantity = item.quantity || 0
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const shipConfig = SHIPS[shipType]
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queueUsage += quantity * shipConfig.storageUsage
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}
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}
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return queueUsage
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}
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/**
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/**
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* 检查是否有足够的舰队仓储空间建造新舰船
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* 检查是否有足够的舰队仓储空间建造新舰船
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* @param planet 星球对象
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* @param planet 星球对象
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@@ -67,10 +87,11 @@ export const hasEnoughFleetStorage = (
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technologies: Record<TechnologyType, number>
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technologies: Record<TechnologyType, number>
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): boolean => {
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): boolean => {
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const currentUsage = calculateFleetStorageUsage(planet.fleet)
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const currentUsage = calculateFleetStorageUsage(planet.fleet)
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const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue)
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const maxStorage = calculateMaxFleetStorage(planet, technologies)
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const maxStorage = calculateMaxFleetStorage(planet, technologies)
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const newShipUsage = SHIPS[shipType].storageUsage * quantity
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const newShipUsage = SHIPS[shipType].storageUsage * quantity
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return currentUsage + newShipUsage <= maxStorage
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return currentUsage + queueUsage + newShipUsage <= maxStorage
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}
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}
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/**
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/**
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@@ -93,3 +114,46 @@ export const getMaxBuildableShips = (planet: Planet, shipType: ShipType, technol
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return Math.floor(availableStorage / shipStorageUsage)
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return Math.floor(availableStorage / shipStorageUsage)
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}
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}
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/**
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* 安全地添加舰船到星球(会检查舰队仓储容量上限)
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* @param planet 星球对象
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* @param fleet 要添加的舰船
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* @param technologies 玩家的科技等级
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* @returns 实际添加的舰船数量和溢出的舰船数量
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*/
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export const addFleetSafely = (
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planet: Planet,
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fleet: Partial<Record<ShipType, number>>,
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technologies: Record<TechnologyType, number>
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): { added: Partial<Record<ShipType, number>>; overflow: Partial<Record<ShipType, number>> } => {
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const maxStorage = calculateMaxFleetStorage(planet, technologies)
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let currentUsage = calculateFleetStorageUsage(planet.fleet)
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const added: Partial<Record<ShipType, number>> = {}
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const overflow: Partial<Record<ShipType, number>> = {}
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for (const [shipType, count] of Object.entries(fleet)) {
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if (count <= 0) continue
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const ship = shipType as ShipType
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const shipStorageUsage = SHIPS[ship].storageUsage
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// 计算可以添加多少艘(不超过容量上限)
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const spaceAvailable = Math.max(0, maxStorage - currentUsage)
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const maxCanAdd = shipStorageUsage > 0 ? Math.floor(spaceAvailable / shipStorageUsage) : count
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const actuallyAdded = Math.min(count, maxCanAdd)
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const overflowed = count - actuallyAdded
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if (actuallyAdded > 0) {
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planet.fleet[ship] = (planet.fleet[ship] || 0) + actuallyAdded
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added[ship] = actuallyAdded
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currentUsage += actuallyAdded * shipStorageUsage
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}
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if (overflowed > 0) {
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overflow[ship] = overflowed
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}
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}
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return { added, overflow }
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}
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@@ -384,15 +384,16 @@ export const autoBuildNPCFleet = (npc: NPC): void => {
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if (!canBuild) continue
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if (!canBuild) continue
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// 根据难度和当前资源决定建造数量
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// 根据难度和当前资源决定建造数量(防止除零)
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const maxAffordable = Math.floor(
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const metalAffordable = shipConfig.cost.metal > 0 ? planet.resources.metal / shipConfig.cost.metal : Infinity
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Math.min(
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const crystalAffordable = shipConfig.cost.crystal > 0 ? planet.resources.crystal / shipConfig.cost.crystal : Infinity
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planet.resources.metal / shipConfig.cost.metal,
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const deuteriumAffordable = shipConfig.cost.deuterium > 0 ? planet.resources.deuterium / shipConfig.cost.deuterium : Infinity
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planet.resources.crystal / shipConfig.cost.crystal,
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const darkMatterAffordable = shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
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planet.resources.deuterium / shipConfig.cost.deuterium,
|
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shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
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const maxAffordable = Math.floor(Math.min(metalAffordable, crystalAffordable, deuteriumAffordable, darkMatterAffordable))
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)
|
|
||||||
)
|
// 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
|
// 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)
|
const buildCount = Math.min(maxAffordable, npc.difficulty === 'easy' ? 5 : npc.difficulty === 'medium' ? 10 : 20)
|
||||||
|
|||||||
@@ -194,6 +194,44 @@ export const addResources = (currentResources: Resources, amount: Resources): vo
|
|||||||
currentResources.darkMatter += amount.darkMatter
|
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<keyof Resources> = ['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)
|
* 资源产量详细信息(用于UI展示)
|
||||||
*/
|
*/
|
||||||
|
|||||||
@@ -173,6 +173,24 @@ export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType
|
|||||||
return interplanetaryMissiles + antiBallisticMissiles
|
return interplanetaryMissiles + antiBallisticMissiles
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 计算建造队列中的导弹总数
|
||||||
|
*/
|
||||||
|
export const calculateQueueMissileCount = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): 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
|
* 检查导弹容量限制
|
||||||
*/
|
*/
|
||||||
@@ -180,7 +198,8 @@ export const checkMissileSiloLimit = (
|
|||||||
defenseType: DefenseType,
|
defenseType: DefenseType,
|
||||||
currentDefense: Partial<Record<DefenseType, number>>,
|
currentDefense: Partial<Record<DefenseType, number>>,
|
||||||
buildings: Partial<Record<BuildingType, number>>,
|
buildings: Partial<Record<BuildingType, number>>,
|
||||||
quantity: number
|
quantity: number,
|
||||||
|
buildQueue?: Array<{ type: string; itemType: string; quantity?: number }>
|
||||||
): boolean => {
|
): boolean => {
|
||||||
// 只对导弹类型进行检查
|
// 只对导弹类型进行检查
|
||||||
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
|
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
|
||||||
@@ -189,7 +208,8 @@ export const checkMissileSiloLimit = (
|
|||||||
|
|
||||||
const maxCapacity = calculateMissileSiloCapacity(buildings)
|
const maxCapacity = calculateMissileSiloCapacity(buildings)
|
||||||
const currentCount = calculateCurrentMissileCount(currentDefense)
|
const currentCount = calculateCurrentMissileCount(currentDefense)
|
||||||
const newCount = currentCount + quantity
|
const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
|
||||||
|
const newCount = currentCount + queueCount + quantity
|
||||||
|
|
||||||
return newCount <= maxCapacity
|
return newCount <= maxCapacity
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -101,7 +101,7 @@ export const validateDefenseBuild = (
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 导弹发射井容量限制
|
// 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' }
|
return { valid: false, reason: 'errors.missileSiloLimit' }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user