fix: 同步 gameSpeed 倍率展示并修复移动端资源栏遮挡

- 顶部资源栏/概览页:产量、能耗、明细按 gameSpeed 统一缩放,避免显示与实际产出不一致
- 支持 gameSpeed=0:避免 “|| 1” 抹掉 0,并在循环间隔计算中规避除 0
- 修复移动端资源横向滚动时被菜单按钮遮挡(min-w-0/overflow-hidden + 对齐规则)
This commit is contained in:
lpj
2025-12-17 22:15:58 +08:00
parent cfcde0b024
commit 690e6cbbf5
6 changed files with 129 additions and 69 deletions

View File

@@ -249,7 +249,8 @@ export interface ConsumptionDetail {
export const calculateProductionBreakdown = (
planet: Planet,
officers: Record<OfficerType, Officer>,
currentTime: number
currentTime: number,
resourceSpeed: number = 1
): ProductionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
@@ -435,42 +436,56 @@ export const calculateProductionBreakdown = (
const energyFinal = energyBase * (1 + totalEnergyBonus / 100)
const speed = resourceSpeed
const scaleBonuses = (bonuses: ProductionBonus[]) =>
bonuses.map(bonus => ({
...bonus,
value: bonus.value * speed
}))
const scaleSources = (sources?: ProductionSource[]) =>
sources?.map(source => ({
...source,
production: source.production * speed
}))
return {
metal: {
baseProduction: metalBase,
baseProduction: metalBase * speed,
buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine',
bonuses: metalBonuses,
finalProduction: metalFinal
bonuses: scaleBonuses(metalBonuses),
finalProduction: metalFinal * speed
},
crystal: {
baseProduction: crystalBase,
baseProduction: crystalBase * speed,
buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine',
bonuses: crystalBonuses,
finalProduction: crystalFinal
bonuses: scaleBonuses(crystalBonuses),
finalProduction: crystalFinal * speed
},
deuterium: {
baseProduction: deuteriumBase,
baseProduction: deuteriumBase * speed,
buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer',
bonuses: deuteriumBonuses,
finalProduction: deuteriumFinal
bonuses: scaleBonuses(deuteriumBonuses),
finalProduction: deuteriumFinal * speed
},
darkMatter: {
baseProduction: darkMatterBase,
baseProduction: darkMatterBase * speed,
buildingLevel: darkMatterCollectorLevel,
buildingName: 'buildings.darkMatterCollector',
bonuses: darkMatterBonuses,
finalProduction: darkMatterFinal
bonuses: scaleBonuses(darkMatterBonuses),
finalProduction: darkMatterFinal * speed
},
energy: {
baseProduction: energyBase,
baseProduction: energyBase * speed,
buildingLevel: solarPlantLevel,
buildingName: 'buildings.solarPlant',
bonuses: energyBonuses,
finalProduction: energyFinal,
sources: energySources
bonuses: scaleBonuses(energyBonuses),
finalProduction: energyFinal * speed,
sources: scaleSources(energySources)
}
}
}
@@ -478,7 +493,7 @@ export const calculateProductionBreakdown = (
/**
* 计算能量消耗详细breakdown
*/
export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakdown => {
export const calculateConsumptionBreakdown = (planet: Planet, resourceSpeed: number = 1): ConsumptionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0
@@ -487,22 +502,24 @@ export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakd
const crystalConsumption = crystalMineLevel * 10 * Math.pow(1.1, crystalMineLevel)
const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel)
const speed = resourceSpeed
return {
metalMine: {
buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine',
consumption: metalConsumption
consumption: metalConsumption * speed
},
crystalMine: {
buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine',
consumption: crystalConsumption
consumption: crystalConsumption * speed
},
deuteriumSynthesizer: {
buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer',
consumption: deuteriumConsumption
consumption: deuteriumConsumption * speed
},
total: metalConsumption + crystalConsumption + deuteriumConsumption
total: (metalConsumption + crystalConsumption + deuteriumConsumption) * speed
}
}