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docs: 新增西班牙语和日语README并优化多语言文档
新增README-ES.md(西班牙语)和README-JA.md(日语)文档,完善多语言README互链。优化各语言README徽章、技术栈、外链格式及语言切换区,提升文档一致性与可读性。
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@@ -7,10 +7,57 @@ import type { Planet, OreDeposits } from '@/types/game'
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import { ORE_DEPOSIT_CONFIG } from '@/config/gameConfig'
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/**
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* 根据星球位置生成初始矿脉储量
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* 矿脉上限加成配置
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*/
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export const generateOreDeposits = (position: { galaxy: number; system: number; position: number }): OreDeposits => {
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const { BASE_DEPOSITS, POSITION_MULTIPLIERS, GALAXY_MULTIPLIER, RANDOM_VARIANCE } = ORE_DEPOSIT_CONFIG
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export const ORE_CAPACITY_BONUS = {
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// 深层钻探设施:每级增加20%矿脉上限
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DEEP_DRILLING_BONUS_PER_LEVEL: 0.2,
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// 采矿技术:每级增加15%矿脉上限(全局)
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MINING_TECH_BONUS_PER_LEVEL: 0.15
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}
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/**
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* 计算深层钻探设施的矿脉上限加成
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* @param deepDrillingLevel 深层钻探设施等级
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* @returns 加成倍数(1 + 等级 * 0.2)
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*/
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export const calculateDeepDrillingBonus = (deepDrillingLevel: number): number => {
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return 1 + deepDrillingLevel * ORE_CAPACITY_BONUS.DEEP_DRILLING_BONUS_PER_LEVEL
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}
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/**
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* 计算采矿技术的矿脉上限加成
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* @param miningTechLevel 采矿技术等级
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* @returns 加成倍数(1 + 等级 * 0.15)
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*/
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export const calculateMiningTechBonus = (miningTechLevel: number): number => {
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return 1 + miningTechLevel * ORE_CAPACITY_BONUS.MINING_TECH_BONUS_PER_LEVEL
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}
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/**
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* 根据星球位置动态计算基础储量上限(不含建筑/科技加成)
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* 这样修改配置后,所有星球的上限都会自动更新
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*/
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export const calculateInitialDeposits = (
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position:
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| {
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galaxy: number
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system: number
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position: number
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}
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| undefined
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): { metal: number; crystal: number; deuterium: number } => {
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const { BASE_DEPOSITS, POSITION_MULTIPLIERS, GALAXY_MULTIPLIER } = ORE_DEPOSIT_CONFIG
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// 防御性检查:如果position无效,返回默认值(位置8,银河系1)
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if (!position || typeof position.position !== 'number' || typeof position.galaxy !== 'number') {
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console.warn('[OreDeposits] Invalid position, using defaults:', position)
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return {
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metal: BASE_DEPOSITS.metal,
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crystal: BASE_DEPOSITS.crystal,
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deuterium: BASE_DEPOSITS.deuterium
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}
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}
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// 位置索引 (0-14)
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const posIndex = Math.max(0, Math.min(14, position.position - 1))
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@@ -18,59 +65,87 @@ export const generateOreDeposits = (position: { galaxy: number; system: number;
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// 银河系加成 (银河系1为基础,每增加1个银河系增加5%)
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const galaxyBonus = 1 + (position.galaxy - 1) * GALAXY_MULTIPLIER
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// 计算每种资源的储量
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const calculateDeposit = (baseAmount: number, positionMultiplier: number): number => {
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// 基础储量 × 位置系数 × 银河系加成
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const baseDeposit = baseAmount * positionMultiplier * galaxyBonus
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// 计算每种资源的储量上限(不含随机浮动,确保一致性)
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const metal = Math.floor(BASE_DEPOSITS.metal * (POSITION_MULTIPLIERS.metal[posIndex] ?? 1) * galaxyBonus)
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const crystal = Math.floor(BASE_DEPOSITS.crystal * (POSITION_MULTIPLIERS.crystal[posIndex] ?? 1) * galaxyBonus)
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const deuterium = Math.floor(BASE_DEPOSITS.deuterium * (POSITION_MULTIPLIERS.deuterium[posIndex] ?? 1) * galaxyBonus)
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// 添加随机浮动 (±RANDOM_VARIANCE)
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const variance = 1 + (Math.random() * 2 - 1) * RANDOM_VARIANCE
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return Math.floor(baseDeposit * variance)
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}
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return { metal, crystal, deuterium }
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}
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const metalDeposit = calculateDeposit(BASE_DEPOSITS.metal, POSITION_MULTIPLIERS.metal[posIndex] ?? 1)
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const crystalDeposit = calculateDeposit(BASE_DEPOSITS.crystal, POSITION_MULTIPLIERS.crystal[posIndex] ?? 1)
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const deuteriumDeposit = calculateDeposit(BASE_DEPOSITS.deuterium, POSITION_MULTIPLIERS.deuterium[posIndex] ?? 1)
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/**
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* 计算带有建筑和科技加成的矿脉储量上限
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* @param position 星球位置
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* @param deepDrillingLevel 深层钻探设施等级(星球级)
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* @param miningTechLevel 采矿技术等级(全局)
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* @returns 包含加成的储量上限
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*/
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export const calculateEnhancedDeposits = (
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position: { galaxy: number; system: number; position: number } | undefined,
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deepDrillingLevel: number = 0,
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miningTechLevel: number = 0
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): { metal: number; crystal: number; deuterium: number; bonusMultiplier: number } => {
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const baseDeposits = calculateInitialDeposits(position)
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// 计算总加成倍数
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const deepDrillingBonus = calculateDeepDrillingBonus(deepDrillingLevel)
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const miningTechBonus = calculateMiningTechBonus(miningTechLevel)
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const totalBonus = deepDrillingBonus * miningTechBonus
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return {
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metal: metalDeposit,
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crystal: crystalDeposit,
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deuterium: deuteriumDeposit,
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initialMetal: metalDeposit,
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initialCrystal: crystalDeposit,
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initialDeuterium: deuteriumDeposit
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metal: Math.floor(baseDeposits.metal * totalBonus),
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crystal: Math.floor(baseDeposits.crystal * totalBonus),
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deuterium: Math.floor(baseDeposits.deuterium * totalBonus),
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bonusMultiplier: totalBonus
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}
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}
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/**
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* 根据星球位置生成初始矿脉储量
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*/
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export const generateOreDeposits = (position: { galaxy: number; system: number; position: number }): OreDeposits => {
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const initialDeposits = calculateInitialDeposits(position)
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return {
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metal: initialDeposits.metal,
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crystal: initialDeposits.crystal,
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deuterium: initialDeposits.deuterium,
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position: { ...position }
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}
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}
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/**
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* 计算矿脉储量对产量的效率系数
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* 当储量低于衰减阈值时,产量会线性下降
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* @returns 0-1 之间的效率系数
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* 但即使耗尽也保留最低产量(MIN_PRODUCTION_EFFICIENCY)
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* @returns MIN_PRODUCTION_EFFICIENCY-1 之间的效率系数
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*/
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export const calculateDepositEfficiency = (deposits: OreDeposits | undefined, resourceType: 'metal' | 'crystal' | 'deuterium'): number => {
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if (!deposits) return 1 // 没有储量数据时返回满效率(向后兼容)
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const { DECAY_START_THRESHOLD } = ORE_DEPOSIT_CONFIG
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const { DECAY_START_THRESHOLD, MIN_PRODUCTION_EFFICIENCY } = ORE_DEPOSIT_CONFIG
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const currentDeposit = deposits[resourceType]
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const initialDeposit =
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resourceType === 'metal' ? deposits.initialMetal : resourceType === 'crystal' ? deposits.initialCrystal : deposits.initialDeuterium
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const initialDeposits = calculateInitialDeposits(deposits.position)
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const initialDeposit = initialDeposits[resourceType]
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// 如果初始储量为0,返回0(避免除以0)
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if (initialDeposit <= 0) return 0
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// 如果初始储量为0,返回最低效率(避免除以0)
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if (initialDeposit <= 0) return MIN_PRODUCTION_EFFICIENCY
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// 计算剩余百分比
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const remainingPercentage = currentDeposit / initialDeposit
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// 如果已耗尽,返回0
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if (currentDeposit <= 0) return 0
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// 如果高于衰减阈值,返回满效率
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if (remainingPercentage >= DECAY_START_THRESHOLD) return 1
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// 如果已耗尽,返回最低效率(保底产量)
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if (currentDeposit <= 0) return MIN_PRODUCTION_EFFICIENCY
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// 在衰减阈值以下,线性衰减
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// 从 DECAY_START_THRESHOLD 到 0,效率从 1 降到 0
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return remainingPercentage / DECAY_START_THRESHOLD
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// 从 DECAY_START_THRESHOLD 到 0,效率从 1 降到 MIN_PRODUCTION_EFFICIENCY
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const decayRange = 1 - MIN_PRODUCTION_EFFICIENCY
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const decayProgress = remainingPercentage / DECAY_START_THRESHOLD
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return MIN_PRODUCTION_EFFICIENCY + decayRange * decayProgress
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}
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/**
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@@ -94,10 +169,12 @@ export const consumeDeposit = (deposits: OreDeposits, resourceType: 'metal' | 'c
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*/
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export const getDepositPercentage = (deposits: OreDeposits | undefined, resourceType: 'metal' | 'crystal' | 'deuterium'): number => {
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if (!deposits) return 100
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// 如果没有position信息,返回100%(向后兼容旧数据)
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if (!deposits.position) return 100
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const currentDeposit = deposits[resourceType]
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const initialDeposit =
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resourceType === 'metal' ? deposits.initialMetal : resourceType === 'crystal' ? deposits.initialCrystal : deposits.initialDeuterium
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const initialDeposits = calculateInitialDeposits(deposits.position)
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const initialDeposit = initialDeposits[resourceType]
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if (initialDeposit <= 0) return 0
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@@ -125,6 +202,7 @@ export const isDepositDepleted = (deposits: OreDeposits | undefined, resourceTyp
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/**
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* 为现有星球迁移/初始化矿脉储量
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* 如果星球没有矿脉数据,则生成新的储量
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* 如果有矿脉数据但缺少position,则补充position信息
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*/
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export const migrateOreDeposits = (planet: Planet): void => {
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// 月球不需要矿脉(没有采矿建筑)
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@@ -132,6 +210,9 @@ export const migrateOreDeposits = (planet: Planet): void => {
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if (!planet.oreDeposits) {
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planet.oreDeposits = generateOreDeposits(planet.position)
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} else if (!planet.oreDeposits.position) {
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// 旧数据迁移:补充position信息
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planet.oreDeposits.position = { ...planet.position }
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}
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}
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@@ -181,3 +262,110 @@ export const formatDepletionTime = (hours: number): string => {
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return `${remainingHours}h`
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}
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/**
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* 计算地质研究站带来的恢复速率加成
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* @param geoStationLevel 地质研究站等级
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* @returns 恢复速率倍数(1 + 等级 * 0.5)
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*/
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export const calculateGeoStationBonus = (geoStationLevel: number): number => {
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// 每级地质研究站增加50%恢复速度
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// 0级 = 1倍, 1级 = 1.5倍, 2级 = 2倍, ..., 10级 = 6倍
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return 1 + geoStationLevel * 0.5
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}
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/**
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* 恢复矿脉储量
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* 矿脉会随时间缓慢恢复,模拟地质活动
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* @param deposits 矿脉储量对象
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* @param hoursElapsed 经过的小时数
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* @param geoStationLevel 地质研究站等级(可选,影响恢复速度)
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*/
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export const regenerateDeposits = (deposits: OreDeposits, hoursElapsed: number, geoStationLevel: number = 0): void => {
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const { REGENERATION } = ORE_DEPOSIT_CONFIG
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if (!REGENERATION.ENABLED || hoursElapsed <= 0) return
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// 计算地质研究站加成
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const geoBonus = calculateGeoStationBonus(geoStationLevel)
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// 动态计算初始储量上限
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const initialDeposits = calculateInitialDeposits(deposits.position)
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// 计算恢复量(基于初始储量的百分比,乘以地质研究站加成)
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const regenRate = REGENERATION.RATE_PER_HOUR * hoursElapsed * geoBonus
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const maxPercentage = REGENERATION.MAX_PERCENTAGE
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// 恢复每种资源
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const metalRegen = initialDeposits.metal * regenRate
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const crystalRegen = initialDeposits.crystal * regenRate
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const deuteriumRegen = initialDeposits.deuterium * regenRate
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// 添加恢复量,但不超过初始储量的最大百分比
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deposits.metal = Math.min(initialDeposits.metal * maxPercentage, deposits.metal + metalRegen)
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deposits.crystal = Math.min(initialDeposits.crystal * maxPercentage, deposits.crystal + crystalRegen)
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deposits.deuterium = Math.min(initialDeposits.deuterium * maxPercentage, deposits.deuterium + deuteriumRegen)
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}
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/**
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* 获取矿脉恢复状态信息
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* @param deposits 矿脉储量
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* @param geoStationLevel 地质研究站等级(可选,影响恢复时间计算)
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*/
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export const getRegenerationInfo = (
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deposits: OreDeposits | undefined,
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geoStationLevel: number = 0
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): {
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metalRecovering: boolean
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crystalRecovering: boolean
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deuteriumRecovering: boolean
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hoursToFullMetal: number
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hoursToFullCrystal: number
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hoursToFullDeuterium: number
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geoStationBonus: number // 地质研究站加成倍数
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} => {
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const geoBonus = calculateGeoStationBonus(geoStationLevel)
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if (!deposits) {
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return {
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metalRecovering: false,
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crystalRecovering: false,
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deuteriumRecovering: false,
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hoursToFullMetal: 0,
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hoursToFullCrystal: 0,
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hoursToFullDeuterium: 0,
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geoStationBonus: geoBonus
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}
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}
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// 动态计算初始储量上限
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const initialDeposits = calculateInitialDeposits(deposits.position)
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const { REGENERATION } = ORE_DEPOSIT_CONFIG
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const maxPercentage = REGENERATION.MAX_PERCENTAGE
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// 实际恢复速率 = 基础速率 * 地质研究站加成
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const ratePerHour = REGENERATION.RATE_PER_HOUR * geoBonus
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const metalMax = initialDeposits.metal * maxPercentage
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const crystalMax = initialDeposits.crystal * maxPercentage
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const deuteriumMax = initialDeposits.deuterium * maxPercentage
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const metalRecovering = deposits.metal < metalMax
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const crystalRecovering = deposits.crystal < crystalMax
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const deuteriumRecovering = deposits.deuterium < deuteriumMax
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// 计算恢复到满需要的小时数(考虑地质研究站加成)
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const hoursToFullMetal = metalRecovering ? (metalMax - deposits.metal) / (initialDeposits.metal * ratePerHour) : 0
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const hoursToFullCrystal = crystalRecovering ? (crystalMax - deposits.crystal) / (initialDeposits.crystal * ratePerHour) : 0
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const hoursToFullDeuterium = deuteriumRecovering ? (deuteriumMax - deposits.deuterium) / (initialDeposits.deuterium * ratePerHour) : 0
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return {
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metalRecovering,
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crystalRecovering,
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deuteriumRecovering,
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hoursToFullMetal,
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hoursToFullCrystal,
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hoursToFullDeuterium,
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geoStationBonus: geoBonus
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}
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}
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