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feat: 新增战报弹窗与舰队模拟器,重构UI组件
新增 BattleReportDialog、SpyReportDialog、NumberWithTooltip 等组件,完善舰队模拟器功能。重构并引入 Sheet、Sidebar、Tooltip、Skeleton 等 UI 组件,优化界面结构。实现 battle.worker 支持战斗计算,增加 universeStore、fleetStorageLogic 等核心逻辑,完善多语言与类型定义。
This commit is contained in:
470
src/workers/battle.worker.ts
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470
src/workers/battle.worker.ts
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/**
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* 战斗模拟 Worker
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* 在独立线程中处理计算密集型的战斗模拟任务
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*/
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import type { Fleet, Resources } from '@/types/game'
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import { ShipType, DefenseType } from '@/types/game'
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import { SHIPS, DEFENSES } from '@/config/gameConfig'
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import type { WorkerRequestMessage, WorkerResponseMessage, BattleSideData, BattleSimulationResult } from '@/types/worker'
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import { WorkerMessageType } from '@/types/worker'
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// 战斗单位接口
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interface CombatUnit {
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type: ShipType | DefenseType
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count: number
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attack: number
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shield: number
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armor: number
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rapidFire?: Record<string, number>
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}
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/**
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* 计算科技加成后的数值
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*/
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const applyTechBonus = (baseValue: number, techLevel: number = 0, bonusPerLevel: number = 0.1): number => {
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return Math.floor(baseValue * (1 + techLevel * bonusPerLevel))
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}
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/**
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* 将舰队和防御转换为战斗单位数组
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*/
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const prepareCombatUnits = (side: BattleSideData, isDefender: boolean = false): CombatUnit[] => {
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const units: CombatUnit[] = []
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// 处理舰船
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if (side.ships) {
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for (const [shipType, count] of Object.entries(side.ships)) {
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if (count > 0) {
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const config = SHIPS[shipType as ShipType]
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units.push({
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type: shipType as ShipType,
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count: count,
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attack: applyTechBonus(config.attack, side.weaponTech),
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shield: applyTechBonus(config.shield, side.shieldTech),
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armor: applyTechBonus(config.armor, side.armorTech)
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})
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}
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}
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}
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// 处理防御设施(仅防守方)
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if (isDefender && side.defense) {
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for (const [defenseType, count] of Object.entries(side.defense)) {
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if (count > 0) {
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const config = DEFENSES[defenseType as DefenseType]
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units.push({
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type: defenseType as DefenseType,
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count: count,
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attack: applyTechBonus(config.attack, side.weaponTech),
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shield: applyTechBonus(config.shield, side.shieldTech),
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armor: applyTechBonus(config.armor, side.armorTech)
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})
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}
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}
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}
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return units
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}
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/**
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* 计算一个单位对另一个单位造成的伤害
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*/
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const calculateDamage = (attacker: CombatUnit, defender: CombatUnit): { destroyed: number; damagedShield: number } => {
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const attackPower = attacker.attack
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const defenderShield = defender.shield
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const defenderArmor = defender.armor
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let destroyed = 0
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let damagedShield = 0
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// 如果攻击力小于护盾的1%,有很大概率无法击穿护盾
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if (attackPower < defenderShield * 0.01) {
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if (Math.random() > 0.01) {
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return { destroyed: 0, damagedShield: 0 }
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}
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}
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// 计算伤害
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let remainingDamage = attackPower
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// 先消耗护盾
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if (remainingDamage > defenderShield) {
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remainingDamage -= defenderShield
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damagedShield = defenderShield
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} else {
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damagedShield = remainingDamage
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return { destroyed: 0, damagedShield }
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}
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// 再消耗装甲
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if (remainingDamage > defenderArmor) {
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destroyed = 1
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} else {
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// 有概率摧毁
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const destroyChance = remainingDamage / defenderArmor
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if (Math.random() < destroyChance) {
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destroyed = 1
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}
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}
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return { destroyed, damagedShield }
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}
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/**
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* 执行一轮战斗
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*/
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const executeRound = (
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attackerUnits: CombatUnit[],
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defenderUnits: CombatUnit[]
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): {
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attackerLosses: Partial<Fleet>
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defenderLosses: {
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fleet: Partial<Fleet>
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defense: Partial<Record<DefenseType, number>>
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}
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attackerRemainingPower: number
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defenderRemainingPower: number
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} => {
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const attackerLosses: Partial<Fleet> = {}
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const defenderShipLosses: Partial<Fleet> = {}
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const defenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
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// 攻击方向防守方射击
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for (const attacker of attackerUnits) {
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for (let i = 0; i < attacker.count; i++) {
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if (defenderUnits.length === 0) break
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const targetIndex = Math.floor(Math.random() * defenderUnits.length)
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const target = defenderUnits[targetIndex]
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if (!target) continue
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const { destroyed } = calculateDamage(attacker, target)
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if (destroyed > 0) {
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target.count -= destroyed
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// 记录损失
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if (Object.values(ShipType).includes(target.type as ShipType)) {
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const shipType = target.type as ShipType
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defenderShipLosses[shipType] = (defenderShipLosses[shipType] || 0) + destroyed
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} else {
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const defenseType = target.type as DefenseType
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defenderDefenseLosses[defenseType] = (defenderDefenseLosses[defenseType] || 0) + destroyed
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}
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if (target.count <= 0) {
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defenderUnits.splice(targetIndex, 1)
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}
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}
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}
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}
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// 防守方向攻击方射击
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for (const defender of defenderUnits) {
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for (let i = 0; i < defender.count; i++) {
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if (attackerUnits.length === 0) break
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const targetIndex = Math.floor(Math.random() * attackerUnits.length)
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const target = attackerUnits[targetIndex]
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if (!target) continue
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const { destroyed } = calculateDamage(defender, target)
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if (destroyed > 0) {
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target.count -= destroyed
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const shipType = target.type as ShipType
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attackerLosses[shipType] = (attackerLosses[shipType] || 0) + destroyed
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if (target.count <= 0) {
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attackerUnits.splice(targetIndex, 1)
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}
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}
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}
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}
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// 计算剩余战斗力
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const attackerPower = attackerUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
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const defenderPower = defenderUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
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return {
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attackerLosses,
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defenderLosses: {
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fleet: defenderShipLosses,
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defense: defenderDefenseLosses
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},
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attackerRemainingPower: attackerPower,
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defenderRemainingPower: defenderPower
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}
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}
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/**
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* 模拟完整战斗
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*/
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const simulateBattle = (attacker: BattleSideData, defender: BattleSideData, maxRounds: number = 6): BattleSimulationResult => {
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// 准备战斗单位
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let attackerUnits = prepareCombatUnits(attacker, false)
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let defenderUnits = prepareCombatUnits(defender, true)
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const totalAttackerLosses: Partial<Fleet> = {}
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const totalDefenderShipLosses: Partial<Fleet> = {}
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const totalDefenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
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const roundDetails: Array<{
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round: number
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attackerLosses: Partial<Fleet>
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defenderLosses: {
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fleet: Partial<Fleet>
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defense: Partial<Record<DefenseType, number>>
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}
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attackerRemainingPower: number
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defenderRemainingPower: number
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}> = []
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let rounds = 0
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// 执行最多maxRounds轮战斗
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for (let round = 0; round < maxRounds; round++) {
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if (attackerUnits.length === 0 || defenderUnits.length === 0) {
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break
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}
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rounds++
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const roundResult = executeRound(attackerUnits, defenderUnits)
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// 保存当前回合详情
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roundDetails.push({
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round: rounds,
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attackerLosses: { ...roundResult.attackerLosses },
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defenderLosses: {
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fleet: { ...roundResult.defenderLosses.fleet },
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defense: { ...roundResult.defenderLosses.defense }
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},
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attackerRemainingPower: roundResult.attackerRemainingPower,
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defenderRemainingPower: roundResult.defenderRemainingPower
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})
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// 累计损失
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for (const [shipType, count] of Object.entries(roundResult.attackerLosses)) {
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totalAttackerLosses[shipType as ShipType] = (totalAttackerLosses[shipType as ShipType] || 0) + count
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}
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for (const [shipType, count] of Object.entries(roundResult.defenderLosses.fleet)) {
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totalDefenderShipLosses[shipType as ShipType] = (totalDefenderShipLosses[shipType as ShipType] || 0) + count
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}
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for (const [defenseType, count] of Object.entries(roundResult.defenderLosses.defense)) {
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totalDefenderDefenseLosses[defenseType as DefenseType] = (totalDefenderDefenseLosses[defenseType as DefenseType] || 0) + count
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}
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}
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// 防御设施有概率修复(70%概率)
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const repairedDefense: Partial<Record<DefenseType, number>> = {}
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for (const [defenseType, count] of Object.entries(totalDefenderDefenseLosses)) {
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const repaired = Math.floor(count * 0.7)
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if (repaired > 0) {
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repairedDefense[defenseType as DefenseType] = repaired
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totalDefenderDefenseLosses[defenseType as DefenseType] = count - repaired
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}
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}
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// 计算剩余单位
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const attackerRemaining: Partial<Fleet> = {}
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for (const unit of attackerUnits) {
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if (unit.count > 0) {
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attackerRemaining[unit.type as ShipType] = unit.count
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}
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}
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const defenderShipRemaining: Partial<Fleet> = {}
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const defenderDefenseRemaining: Partial<Record<DefenseType, number>> = {}
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for (const unit of defenderUnits) {
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if (unit.count > 0) {
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if (Object.values(ShipType).includes(unit.type as ShipType)) {
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defenderShipRemaining[unit.type as ShipType] = unit.count
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} else {
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defenderDefenseRemaining[unit.type as DefenseType] = unit.count
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}
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}
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}
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// 添加修复的防御设施
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for (const [defenseType, count] of Object.entries(repairedDefense)) {
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defenderDefenseRemaining[defenseType as DefenseType] = (defenderDefenseRemaining[defenseType as DefenseType] || 0) + count
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}
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// 判断胜负
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let winner: 'attacker' | 'defender' | 'draw'
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if (attackerUnits.length === 0 && defenderUnits.length === 0) {
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winner = 'draw'
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} else if (attackerUnits.length === 0) {
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winner = 'defender'
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} else if (defenderUnits.length === 0) {
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winner = 'attacker'
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} else {
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winner = 'draw'
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}
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return {
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winner,
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rounds,
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attackerLosses: totalAttackerLosses,
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defenderLosses: {
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fleet: totalDefenderShipLosses,
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defense: totalDefenderDefenseLosses
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},
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attackerRemaining,
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defenderRemaining: {
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fleet: defenderShipRemaining,
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defense: defenderDefenseRemaining
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},
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roundDetails
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}
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}
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/**
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* 计算掠夺的资源
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*/
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const calculatePlunder = (defenderResources: Resources, attackerFleet: Partial<Fleet>): Resources => {
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let totalCapacity = 0
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for (const [shipType, count] of Object.entries(attackerFleet)) {
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const config = SHIPS[shipType as ShipType]
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totalCapacity += config.cargoCapacity * count
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}
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const availableResources = {
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metal: Math.floor(defenderResources.metal * 0.5),
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crystal: Math.floor(defenderResources.crystal * 0.5),
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deuterium: Math.floor(defenderResources.deuterium * 0.5),
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darkMatter: Math.floor(defenderResources.darkMatter * 0.5),
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energy: 0
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}
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const totalAvailable =
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availableResources.metal + availableResources.crystal + availableResources.deuterium + availableResources.darkMatter
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if (totalCapacity >= totalAvailable) {
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return availableResources
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}
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const ratio = totalCapacity / totalAvailable
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return {
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metal: Math.floor(availableResources.metal * ratio),
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crystal: Math.floor(availableResources.crystal * ratio),
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deuterium: Math.floor(availableResources.deuterium * ratio),
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darkMatter: Math.floor(availableResources.darkMatter * ratio),
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energy: 0
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}
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}
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/**
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* 计算残骸场
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*/
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const calculateDebrisField = (
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attackerLosses: Partial<Fleet>,
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defenderLosses: {
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fleet: Partial<Fleet>
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defense: Partial<Record<DefenseType, number>>
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}
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): Resources => {
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let totalMetal = 0
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let totalCrystal = 0
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for (const [shipType, count] of Object.entries(attackerLosses)) {
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const config = SHIPS[shipType as ShipType]
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totalMetal += config.cost.metal * count * 0.3
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totalCrystal += config.cost.crystal * count * 0.3
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}
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for (const [shipType, count] of Object.entries(defenderLosses.fleet)) {
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const config = SHIPS[shipType as ShipType]
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totalMetal += config.cost.metal * count * 0.3
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totalCrystal += config.cost.crystal * count * 0.3
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}
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for (const [defenseType, count] of Object.entries(defenderLosses.defense)) {
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const config = DEFENSES[defenseType as DefenseType]
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totalMetal += config.cost.metal * count * 0.3
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totalCrystal += config.cost.crystal * count * 0.3
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}
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return {
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metal: Math.floor(totalMetal),
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crystal: Math.floor(totalCrystal),
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deuterium: 0,
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darkMatter: 0,
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energy: 0
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}
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}
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// ============================================================================
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// Worker 消息处理
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// ============================================================================
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self.onmessage = (event: MessageEvent<WorkerRequestMessage>) => {
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const { id, type, payload } = event.data
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try {
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let result: unknown
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switch (type) {
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case WorkerMessageType.SIMULATE_BATTLE: {
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const {
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attacker,
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defender,
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maxRounds = 6
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} = payload as {
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attacker: BattleSideData
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defender: BattleSideData
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maxRounds?: number
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}
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result = simulateBattle(attacker, defender, maxRounds)
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break
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}
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case WorkerMessageType.CALCULATE_PLUNDER: {
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const { defenderResources, attackerFleet } = payload as {
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defenderResources: Resources
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attackerFleet: Partial<Fleet>
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}
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result = calculatePlunder(defenderResources, attackerFleet)
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break
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}
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case WorkerMessageType.CALCULATE_DEBRIS: {
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const { attackerLosses, defenderLosses } = payload as {
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attackerLosses: Partial<Fleet>
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defenderLosses: {
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fleet: Partial<Fleet>
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defense: Partial<Record<DefenseType, number>>
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}
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}
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result = calculateDebrisField(attackerLosses, defenderLosses)
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break
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}
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default:
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throw new Error(`Unknown message type: ${type}`)
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}
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// 发送成功响应
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const response: WorkerResponseMessage = {
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id,
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type: WorkerMessageType.SUCCESS,
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success: true,
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data: result
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}
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self.postMessage(response)
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} catch (error) {
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// 发送错误响应
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const response: WorkerResponseMessage = {
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id,
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type: WorkerMessageType.ERROR,
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success: false,
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error: error instanceof Error ? error.message : String(error)
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}
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self.postMessage(response)
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}
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}
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234
src/workers/workerManager.ts
Normal file
234
src/workers/workerManager.ts
Normal file
@@ -0,0 +1,234 @@
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/**
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* Worker 管理器
|
||||
* 统一管理所有 Worker 的创建、通信和销毁
|
||||
*/
|
||||
import type { WorkerRequestMessage, WorkerResponseMessage, WorkerMessageType } from '@/types/worker'
|
||||
import { WorkerMessageType as MsgType } from '@/types/worker'
|
||||
import { toRaw } from 'vue'
|
||||
import BattleWorker from './battle.worker?worker'
|
||||
|
||||
/**
|
||||
* Worker 任务接口
|
||||
*/
|
||||
interface WorkerTask {
|
||||
resolve: (data: unknown) => void
|
||||
reject: (error: Error) => void
|
||||
timeout?: ReturnType<typeof setTimeout>
|
||||
}
|
||||
|
||||
/**
|
||||
* 将 Vue 响应式对象转换为普通对象
|
||||
* 使用 toRaw() 获取原始对象,避免 Proxy 无法被 structured clone
|
||||
*/
|
||||
const toPlainObject = <T>(obj: T): T => {
|
||||
if (obj === null || obj === undefined) return obj
|
||||
if (typeof obj !== 'object') return obj
|
||||
|
||||
// 使用 toRaw 获取 Vue 响应式对象的原始值
|
||||
const raw = toRaw(obj)
|
||||
|
||||
// 对于数组,递归处理每个元素
|
||||
if (Array.isArray(raw)) {
|
||||
return raw.map(item => toPlainObject(item)) as unknown as T
|
||||
}
|
||||
|
||||
// 对于对象,递归处理每个属性
|
||||
if (raw && typeof raw === 'object') {
|
||||
const plain: any = {}
|
||||
for (const key in raw) {
|
||||
if (Object.prototype.hasOwnProperty.call(raw, key)) {
|
||||
plain[key] = toPlainObject(raw[key])
|
||||
}
|
||||
}
|
||||
return plain
|
||||
}
|
||||
|
||||
return raw
|
||||
}
|
||||
|
||||
/**
|
||||
* Worker 管理类
|
||||
*/
|
||||
class WorkerManager {
|
||||
private battleWorker: Worker | null = null
|
||||
private pendingTasks: Map<string, WorkerTask> = new Map()
|
||||
private messageIdCounter = 0
|
||||
private readonly defaultTimeout = 10000 // 30秒超时
|
||||
|
||||
/**
|
||||
* 初始化战斗 Worker
|
||||
*/
|
||||
private initBattleWorker(): void {
|
||||
if (this.battleWorker) return
|
||||
|
||||
this.battleWorker = new BattleWorker()
|
||||
this.setupWorkerHandlers(this.battleWorker, 'Battle')
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置 Worker 消息处理器
|
||||
*/
|
||||
private setupWorkerHandlers(worker: Worker, workerName: string): void {
|
||||
worker.onmessage = (event: MessageEvent<WorkerResponseMessage>) => {
|
||||
const { id, success, data, error } = event.data
|
||||
|
||||
const task = this.pendingTasks.get(id)
|
||||
if (!task) {
|
||||
console.warn(`[WorkerManager] No pending task found for message ID: ${id}`)
|
||||
return
|
||||
}
|
||||
|
||||
// 清除超时定时器
|
||||
if (task.timeout) {
|
||||
clearTimeout(task.timeout)
|
||||
}
|
||||
|
||||
// 移除任务
|
||||
this.pendingTasks.delete(id)
|
||||
|
||||
// 处理响应
|
||||
if (success) {
|
||||
task.resolve(data)
|
||||
} else {
|
||||
task.reject(new Error(error || 'Worker task failed'))
|
||||
}
|
||||
}
|
||||
|
||||
worker.onerror = (error: ErrorEvent) => {
|
||||
console.error(`[WorkerManager] ${workerName} worker error:`, error)
|
||||
// 拒绝所有待处理的任务
|
||||
for (const task of this.pendingTasks.values()) {
|
||||
if (task.timeout) clearTimeout(task.timeout)
|
||||
task.reject(new Error(`${workerName} worker crashed`))
|
||||
}
|
||||
this.pendingTasks.clear()
|
||||
|
||||
// 清除对应的 worker 引用
|
||||
if (workerName === 'Battle') {
|
||||
this.battleWorker = null
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成唯一的消息 ID
|
||||
*/
|
||||
private generateMessageId(): string {
|
||||
return `msg_${Date.now()}_${++this.messageIdCounter}`
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据消息类型获取对应的 Worker
|
||||
*/
|
||||
private getWorkerByType(type: WorkerMessageType): Worker {
|
||||
// 战斗相关消息使用 battleWorker
|
||||
if (type === MsgType.SIMULATE_BATTLE || type === MsgType.CALCULATE_PLUNDER || type === MsgType.CALCULATE_DEBRIS) {
|
||||
this.initBattleWorker()
|
||||
return this.battleWorker!
|
||||
}
|
||||
|
||||
throw new Error(`Unknown message type: ${type}`)
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送消息到 Worker 并等待响应
|
||||
*/
|
||||
private sendMessage<T>(type: WorkerMessageType, payload: unknown, timeout: number = this.defaultTimeout): Promise<T> {
|
||||
const worker = this.getWorkerByType(type)
|
||||
|
||||
if (!worker) {
|
||||
return Promise.reject(new Error('Worker initialization failed'))
|
||||
}
|
||||
|
||||
const id = this.generateMessageId()
|
||||
|
||||
return new Promise<T>((resolve, reject) => {
|
||||
// 设置超时
|
||||
const timeoutId = setTimeout(() => {
|
||||
this.pendingTasks.delete(id)
|
||||
reject(new Error(`Worker task timeout after ${timeout}ms`))
|
||||
}, timeout)
|
||||
|
||||
// 保存任务
|
||||
this.pendingTasks.set(id, {
|
||||
resolve: resolve as (data: unknown) => void,
|
||||
reject,
|
||||
timeout: timeoutId
|
||||
})
|
||||
|
||||
// 发送消息(使用 toPlainObject 转换 Vue Proxy 对象,然后使用浏览器内置的 structured clone)
|
||||
const message: WorkerRequestMessage = { id, type, payload: toPlainObject(payload) }
|
||||
worker.postMessage(message)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 战斗模拟
|
||||
*/
|
||||
public async simulateBattle(params: {
|
||||
attacker: {
|
||||
ships: Parameters<typeof import('@/utils/battleSimulator').simulateBattle>[0]['ships']
|
||||
defense?: Parameters<typeof import('@/utils/battleSimulator').simulateBattle>[0]['defense']
|
||||
weaponTech?: number
|
||||
shieldTech?: number
|
||||
armorTech?: number
|
||||
}
|
||||
defender: {
|
||||
ships: Parameters<typeof import('@/utils/battleSimulator').simulateBattle>[0]['ships']
|
||||
defense?: Parameters<typeof import('@/utils/battleSimulator').simulateBattle>[0]['defense']
|
||||
weaponTech?: number
|
||||
shieldTech?: number
|
||||
armorTech?: number
|
||||
}
|
||||
maxRounds?: number
|
||||
}): Promise<ReturnType<typeof import('@/utils/battleSimulator').simulateBattle>> {
|
||||
return this.sendMessage(MsgType.SIMULATE_BATTLE, params)
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算掠夺资源
|
||||
*/
|
||||
public async calculatePlunder(params: {
|
||||
defenderResources: Parameters<typeof import('@/utils/battleSimulator').calculatePlunder>[0]
|
||||
attackerFleet: Parameters<typeof import('@/utils/battleSimulator').calculatePlunder>[1]
|
||||
}): Promise<ReturnType<typeof import('@/utils/battleSimulator').calculatePlunder>> {
|
||||
return this.sendMessage(MsgType.CALCULATE_PLUNDER, params)
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算残骸场
|
||||
*/
|
||||
public async calculateDebris(params: {
|
||||
attackerLosses: Parameters<typeof import('@/utils/battleSimulator').calculateDebrisField>[0]
|
||||
defenderLosses: Parameters<typeof import('@/utils/battleSimulator').calculateDebrisField>[1]
|
||||
}): Promise<ReturnType<typeof import('@/utils/battleSimulator').calculateDebrisField>> {
|
||||
return this.sendMessage(MsgType.CALCULATE_DEBRIS, params)
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁所有 Worker
|
||||
*/
|
||||
public destroy(): void {
|
||||
if (this.battleWorker) {
|
||||
this.battleWorker.terminate()
|
||||
this.battleWorker = null
|
||||
}
|
||||
|
||||
// 清除所有待处理的任务
|
||||
for (const task of this.pendingTasks.values()) {
|
||||
if (task.timeout) clearTimeout(task.timeout)
|
||||
task.reject(new Error('Worker manager destroyed'))
|
||||
}
|
||||
this.pendingTasks.clear()
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取待处理任务数量
|
||||
*/
|
||||
public getPendingTaskCount(): number {
|
||||
return this.pendingTasks.size
|
||||
}
|
||||
}
|
||||
|
||||
// 导出单例
|
||||
export const workerManager = new WorkerManager()
|
||||
Reference in New Issue
Block a user