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

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@@ -6,6 +6,8 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import { locales, type Locale } from '@/locales' import { locales, type Locale } from '@/locales'
import * as resourceLogic from './resourceLogic'
import * as officerLogic from './officerLogic'
import type { import type {
DiplomaticRelation, DiplomaticRelation,
RelationStatus, RelationStatus,
@@ -783,14 +785,14 @@ export const handleNPCGiftToPlayer = (npc: NPC, player: Player, giftResources: R
* @param locale 语言代码 * @param locale 语言代码
*/ */
export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => { 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) { if (player.planets && player.planets.length > 0) {
const mainPlanet = player.planets[0] const mainPlanet = player.planets[0]
if (mainPlanet) { if (mainPlanet) {
mainPlanet.resources.metal += giftNotification.resources.metal // 计算军官加成
mainPlanet.resources.crystal += giftNotification.resources.crystal const bonuses = officerLogic.calculateActiveBonuses(player.officers, Date.now())
mainPlanet.resources.deuterium += giftNotification.resources.deuterium // 使用安全添加函数,超出容量的资源会丢失
mainPlanet.resources.darkMatter += giftNotification.resources.darkMatter resourceLogic.addResourcesSafely(mainPlanet, giftNotification.resources, bonuses.storageCapacityBonus)
} }
} }

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@@ -6,6 +6,9 @@ import * as battleLogic from './battleLogic'
import * as moonLogic from './moonLogic' import * as moonLogic from './moonLogic'
import * as moonValidation from './moonValidation' import * as moonValidation from './moonValidation'
import * as diplomaticLogic from './diplomaticLogic' 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 * 计算两个星球之间的距离
@@ -78,8 +81,9 @@ export const processTransportArrival = (
targetPlanet: Planet | undefined, targetPlanet: Planet | undefined,
player?: Player, player?: Player,
allNpcs?: NPC[], allNpcs?: NPC[],
locale: Locale = 'zh-CN' locale: Locale = 'zh-CN',
): { success: boolean; reputationGain?: number } => { storageCapacityBonus: number = 0
): { success: boolean; reputationGain?: number; overflow?: Resources } => {
// 检查是否是赠送任务 // 检查是否是赠送任务
if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) { if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId) const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
@@ -101,13 +105,15 @@ export const processTransportArrival = (
// 正常运输任务 // 正常运输任务
if (targetPlanet) { if (targetPlanet) {
targetPlanet.resources.metal += mission.cargo.metal // 使用安全添加函数,防止资源溢出
targetPlanet.resources.crystal += mission.cargo.crystal const result = resourceLogic.addResourcesSafely(targetPlanet, mission.cargo, storageCapacityBonus)
targetPlanet.resources.deuterium += mission.cargo.deuterium
targetPlanet.resources.darkMatter += mission.cargo.darkMatter
mission.status = 'returning' 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.status = 'returning'
mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } 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> targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
// 扣除掠夺的资源 // 扣除掠夺的资源(防止下溢到负数)
targetPlanet.resources.metal -= battleResult.plunder.metal targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal)
targetPlanet.resources.crystal -= battleResult.plunder.crystal targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal)
targetPlanet.resources.deuterium -= battleResult.plunder.deuterium targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium)
mission.status = 'returning' mission.status = 'returning'
@@ -519,18 +525,28 @@ export const processSpyArrival = (
/** /**
* 处理部署任务到达 * 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) { if (!targetPlanet || targetPlanet.ownerId !== playerId) {
mission.status = 'returning' mission.status = 'returning'
return false return { success: false }
} }
for (const [shipType, count] of Object.entries(mission.fleet)) { // 使用安全添加函数,防止舰队仓储溢出
targetPlanet.fleet[shipType as ShipType] += count 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 // 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 * 处理舰队任务返回
*/ */
export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => { export const processFleetReturn = (
// 舰船返回 mission: FleetMission,
Object.entries(mission.fleet).forEach(([shipType, count]) => { originPlanet: Planet,
if (count > 0) { technologies: Record<TechnologyType, number>,
originPlanet.fleet[shipType as ShipType] += count 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) // 资源返回(掠夺物或运输货物)- 使用安全添加函数
originPlanet.resources.metal += mission.cargo.metal resourceLogic.addResourcesSafely(originPlanet, mission.cargo, storageCapacityBonus)
originPlanet.resources.crystal += mission.cargo.crystal // 注意:如果资源仓储溢出,超出部分会丢失(这是合理的惩罚)
originPlanet.resources.deuterium += mission.cargo.deuterium
originPlanet.resources.darkMatter += mission.cargo.darkMatter
} }
/** /**
@@ -743,6 +759,9 @@ export const updateFleetMissions = async (
// 获取所有星球列表(用于月球生成检查) // 获取所有星球列表(用于月球生成检查)
const allPlanets = Array.from(planets.values()) 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 // 使用 for...of 以支持 await
for (const mission of missions) { for (const mission of missions) {
@@ -755,7 +774,7 @@ export const updateFleetMissions = async (
switch (mission.missionType) { switch (mission.missionType) {
case MissionType.Transport: case MissionType.Transport:
processTransportArrival(mission, targetPlanet, attacker, allNpcs) processTransportArrival(mission, targetPlanet, attacker, allNpcs, locale, storageCapacityBonus)
break break
case MissionType.Attack: { case MissionType.Attack: {
@@ -808,8 +827,8 @@ export const updateFleetMissions = async (
break break
case MissionType.Deploy: case MissionType.Deploy:
const deployed = processDeployArrival(mission, targetPlanet, attacker.id) const deployed = processDeployArrival(mission, targetPlanet, attacker.id, attacker.technologies)
if (deployed) { if (deployed.success && !deployed.overflow) {
completedMissions.push(mission.id) completedMissions.push(mission.id)
} }
break break
@@ -858,7 +877,7 @@ export const updateFleetMissions = async (
if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
// 舰队返回 // 舰队返回
if (originPlanet) { if (originPlanet) {
processFleetReturn(mission, originPlanet) processFleetReturn(mission, originPlanet, attacker.technologies, storageCapacityBonus)
} }
completedMissions.push(mission.id) completedMissions.push(mission.id)
} }

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@@ -52,6 +52,26 @@ export const calculateMaxFleetStorage = (planet: Planet, technologies: Record<Te
return maxStorage return maxStorage
} }
/**
* 计算建造队列中的舰船仓储使用量
* @param buildQueue 建造队列
* @returns 队列中舰船的仓储使用量
*/
export const calculateQueueFleetStorageUsage = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): 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 * 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 * @param planet 星球对象
@@ -67,10 +87,11 @@ export const hasEnoughFleetStorage = (
technologies: Record<TechnologyType, number> technologies: Record<TechnologyType, number>
): boolean => { ): boolean => {
const currentUsage = calculateFleetStorageUsage(planet.fleet) const currentUsage = calculateFleetStorageUsage(planet.fleet)
const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue)
const maxStorage = calculateMaxFleetStorage(planet, technologies) const maxStorage = calculateMaxFleetStorage(planet, technologies)
const newShipUsage = SHIPS[shipType].storageUsage * quantity 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) 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<Record<ShipType, number>>,
technologies: Record<TechnologyType, number>
): { added: Partial<Record<ShipType, number>>; overflow: Partial<Record<ShipType, number>> } => {
const maxStorage = calculateMaxFleetStorage(planet, technologies)
let currentUsage = calculateFleetStorageUsage(planet.fleet)
const added: Partial<Record<ShipType, number>> = {}
const overflow: Partial<Record<ShipType, number>> = {}
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 }
}

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@@ -384,15 +384,16 @@ export const autoBuildNPCFleet = (npc: NPC): void => {
if (!canBuild) continue if (!canBuild) continue
// 根据难度和当前资源决定建造数量 // 根据难度和当前资源决定建造数量(防止除零)
const maxAffordable = Math.floor( const metalAffordable = shipConfig.cost.metal > 0 ? planet.resources.metal / shipConfig.cost.metal : Infinity
Math.min( const crystalAffordable = shipConfig.cost.crystal > 0 ? planet.resources.crystal / shipConfig.cost.crystal : Infinity
planet.resources.metal / shipConfig.cost.metal, const deuteriumAffordable = shipConfig.cost.deuterium > 0 ? planet.resources.deuterium / shipConfig.cost.deuterium : Infinity
planet.resources.crystal / shipConfig.cost.crystal, const darkMatterAffordable = shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
planet.resources.deuterium / shipConfig.cost.deuterium,
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 // 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)

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@@ -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
*/ */

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@@ -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
} }

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@@ -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' }
} }