mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-12 07:55:11 +08:00
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
Normal file
470
src/workers/battle.worker.ts
Normal file
@@ -0,0 +1,470 @@
|
||||
/**
|
||||
* 战斗模拟 Worker
|
||||
* 在独立线程中处理计算密集型的战斗模拟任务
|
||||
*/
|
||||
import type { Fleet, Resources } from '@/types/game'
|
||||
import { ShipType, DefenseType } from '@/types/game'
|
||||
import { SHIPS, DEFENSES } from '@/config/gameConfig'
|
||||
import type { WorkerRequestMessage, WorkerResponseMessage, BattleSideData, BattleSimulationResult } from '@/types/worker'
|
||||
import { WorkerMessageType } from '@/types/worker'
|
||||
|
||||
// 战斗单位接口
|
||||
interface CombatUnit {
|
||||
type: ShipType | DefenseType
|
||||
count: number
|
||||
attack: number
|
||||
shield: number
|
||||
armor: number
|
||||
rapidFire?: Record<string, number>
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算科技加成后的数值
|
||||
*/
|
||||
const applyTechBonus = (baseValue: number, techLevel: number = 0, bonusPerLevel: number = 0.1): number => {
|
||||
return Math.floor(baseValue * (1 + techLevel * bonusPerLevel))
|
||||
}
|
||||
|
||||
/**
|
||||
* 将舰队和防御转换为战斗单位数组
|
||||
*/
|
||||
const prepareCombatUnits = (side: BattleSideData, isDefender: boolean = false): CombatUnit[] => {
|
||||
const units: CombatUnit[] = []
|
||||
|
||||
// 处理舰船
|
||||
if (side.ships) {
|
||||
for (const [shipType, count] of Object.entries(side.ships)) {
|
||||
if (count > 0) {
|
||||
const config = SHIPS[shipType as ShipType]
|
||||
units.push({
|
||||
type: shipType as ShipType,
|
||||
count: count,
|
||||
attack: applyTechBonus(config.attack, side.weaponTech),
|
||||
shield: applyTechBonus(config.shield, side.shieldTech),
|
||||
armor: applyTechBonus(config.armor, side.armorTech)
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 处理防御设施(仅防守方)
|
||||
if (isDefender && side.defense) {
|
||||
for (const [defenseType, count] of Object.entries(side.defense)) {
|
||||
if (count > 0) {
|
||||
const config = DEFENSES[defenseType as DefenseType]
|
||||
units.push({
|
||||
type: defenseType as DefenseType,
|
||||
count: count,
|
||||
attack: applyTechBonus(config.attack, side.weaponTech),
|
||||
shield: applyTechBonus(config.shield, side.shieldTech),
|
||||
armor: applyTechBonus(config.armor, side.armorTech)
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return units
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算一个单位对另一个单位造成的伤害
|
||||
*/
|
||||
const calculateDamage = (attacker: CombatUnit, defender: CombatUnit): { destroyed: number; damagedShield: number } => {
|
||||
const attackPower = attacker.attack
|
||||
const defenderShield = defender.shield
|
||||
const defenderArmor = defender.armor
|
||||
|
||||
let destroyed = 0
|
||||
let damagedShield = 0
|
||||
|
||||
// 如果攻击力小于护盾的1%,有很大概率无法击穿护盾
|
||||
if (attackPower < defenderShield * 0.01) {
|
||||
if (Math.random() > 0.01) {
|
||||
return { destroyed: 0, damagedShield: 0 }
|
||||
}
|
||||
}
|
||||
|
||||
// 计算伤害
|
||||
let remainingDamage = attackPower
|
||||
|
||||
// 先消耗护盾
|
||||
if (remainingDamage > defenderShield) {
|
||||
remainingDamage -= defenderShield
|
||||
damagedShield = defenderShield
|
||||
} else {
|
||||
damagedShield = remainingDamage
|
||||
return { destroyed: 0, damagedShield }
|
||||
}
|
||||
|
||||
// 再消耗装甲
|
||||
if (remainingDamage > defenderArmor) {
|
||||
destroyed = 1
|
||||
} else {
|
||||
// 有概率摧毁
|
||||
const destroyChance = remainingDamage / defenderArmor
|
||||
if (Math.random() < destroyChance) {
|
||||
destroyed = 1
|
||||
}
|
||||
}
|
||||
|
||||
return { destroyed, damagedShield }
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行一轮战斗
|
||||
*/
|
||||
const executeRound = (
|
||||
attackerUnits: CombatUnit[],
|
||||
defenderUnits: CombatUnit[]
|
||||
): {
|
||||
attackerLosses: Partial<Fleet>
|
||||
defenderLosses: {
|
||||
fleet: Partial<Fleet>
|
||||
defense: Partial<Record<DefenseType, number>>
|
||||
}
|
||||
attackerRemainingPower: number
|
||||
defenderRemainingPower: number
|
||||
} => {
|
||||
const attackerLosses: Partial<Fleet> = {}
|
||||
const defenderShipLosses: Partial<Fleet> = {}
|
||||
const defenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
|
||||
|
||||
// 攻击方向防守方射击
|
||||
for (const attacker of attackerUnits) {
|
||||
for (let i = 0; i < attacker.count; i++) {
|
||||
if (defenderUnits.length === 0) break
|
||||
|
||||
const targetIndex = Math.floor(Math.random() * defenderUnits.length)
|
||||
const target = defenderUnits[targetIndex]
|
||||
|
||||
if (!target) continue
|
||||
|
||||
const { destroyed } = calculateDamage(attacker, target)
|
||||
|
||||
if (destroyed > 0) {
|
||||
target.count -= destroyed
|
||||
|
||||
// 记录损失
|
||||
if (Object.values(ShipType).includes(target.type as ShipType)) {
|
||||
const shipType = target.type as ShipType
|
||||
defenderShipLosses[shipType] = (defenderShipLosses[shipType] || 0) + destroyed
|
||||
} else {
|
||||
const defenseType = target.type as DefenseType
|
||||
defenderDefenseLosses[defenseType] = (defenderDefenseLosses[defenseType] || 0) + destroyed
|
||||
}
|
||||
|
||||
if (target.count <= 0) {
|
||||
defenderUnits.splice(targetIndex, 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 防守方向攻击方射击
|
||||
for (const defender of defenderUnits) {
|
||||
for (let i = 0; i < defender.count; i++) {
|
||||
if (attackerUnits.length === 0) break
|
||||
|
||||
const targetIndex = Math.floor(Math.random() * attackerUnits.length)
|
||||
const target = attackerUnits[targetIndex]
|
||||
|
||||
if (!target) continue
|
||||
|
||||
const { destroyed } = calculateDamage(defender, target)
|
||||
|
||||
if (destroyed > 0) {
|
||||
target.count -= destroyed
|
||||
|
||||
const shipType = target.type as ShipType
|
||||
attackerLosses[shipType] = (attackerLosses[shipType] || 0) + destroyed
|
||||
|
||||
if (target.count <= 0) {
|
||||
attackerUnits.splice(targetIndex, 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 计算剩余战斗力
|
||||
const attackerPower = attackerUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
|
||||
const defenderPower = defenderUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
|
||||
|
||||
return {
|
||||
attackerLosses,
|
||||
defenderLosses: {
|
||||
fleet: defenderShipLosses,
|
||||
defense: defenderDefenseLosses
|
||||
},
|
||||
attackerRemainingPower: attackerPower,
|
||||
defenderRemainingPower: defenderPower
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 模拟完整战斗
|
||||
*/
|
||||
const simulateBattle = (attacker: BattleSideData, defender: BattleSideData, maxRounds: number = 6): BattleSimulationResult => {
|
||||
// 准备战斗单位
|
||||
let attackerUnits = prepareCombatUnits(attacker, false)
|
||||
let defenderUnits = prepareCombatUnits(defender, true)
|
||||
|
||||
const totalAttackerLosses: Partial<Fleet> = {}
|
||||
const totalDefenderShipLosses: Partial<Fleet> = {}
|
||||
const totalDefenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
|
||||
const roundDetails: Array<{
|
||||
round: number
|
||||
attackerLosses: Partial<Fleet>
|
||||
defenderLosses: {
|
||||
fleet: Partial<Fleet>
|
||||
defense: Partial<Record<DefenseType, number>>
|
||||
}
|
||||
attackerRemainingPower: number
|
||||
defenderRemainingPower: number
|
||||
}> = []
|
||||
|
||||
let rounds = 0
|
||||
|
||||
// 执行最多maxRounds轮战斗
|
||||
for (let round = 0; round < maxRounds; round++) {
|
||||
if (attackerUnits.length === 0 || defenderUnits.length === 0) {
|
||||
break
|
||||
}
|
||||
|
||||
rounds++
|
||||
|
||||
const roundResult = executeRound(attackerUnits, defenderUnits)
|
||||
|
||||
// 保存当前回合详情
|
||||
roundDetails.push({
|
||||
round: rounds,
|
||||
attackerLosses: { ...roundResult.attackerLosses },
|
||||
defenderLosses: {
|
||||
fleet: { ...roundResult.defenderLosses.fleet },
|
||||
defense: { ...roundResult.defenderLosses.defense }
|
||||
},
|
||||
attackerRemainingPower: roundResult.attackerRemainingPower,
|
||||
defenderRemainingPower: roundResult.defenderRemainingPower
|
||||
})
|
||||
|
||||
// 累计损失
|
||||
for (const [shipType, count] of Object.entries(roundResult.attackerLosses)) {
|
||||
totalAttackerLosses[shipType as ShipType] = (totalAttackerLosses[shipType as ShipType] || 0) + count
|
||||
}
|
||||
|
||||
for (const [shipType, count] of Object.entries(roundResult.defenderLosses.fleet)) {
|
||||
totalDefenderShipLosses[shipType as ShipType] = (totalDefenderShipLosses[shipType as ShipType] || 0) + count
|
||||
}
|
||||
|
||||
for (const [defenseType, count] of Object.entries(roundResult.defenderLosses.defense)) {
|
||||
totalDefenderDefenseLosses[defenseType as DefenseType] = (totalDefenderDefenseLosses[defenseType as DefenseType] || 0) + count
|
||||
}
|
||||
}
|
||||
|
||||
// 防御设施有概率修复(70%概率)
|
||||
const repairedDefense: Partial<Record<DefenseType, number>> = {}
|
||||
for (const [defenseType, count] of Object.entries(totalDefenderDefenseLosses)) {
|
||||
const repaired = Math.floor(count * 0.7)
|
||||
if (repaired > 0) {
|
||||
repairedDefense[defenseType as DefenseType] = repaired
|
||||
totalDefenderDefenseLosses[defenseType as DefenseType] = count - repaired
|
||||
}
|
||||
}
|
||||
|
||||
// 计算剩余单位
|
||||
const attackerRemaining: Partial<Fleet> = {}
|
||||
for (const unit of attackerUnits) {
|
||||
if (unit.count > 0) {
|
||||
attackerRemaining[unit.type as ShipType] = unit.count
|
||||
}
|
||||
}
|
||||
|
||||
const defenderShipRemaining: Partial<Fleet> = {}
|
||||
const defenderDefenseRemaining: Partial<Record<DefenseType, number>> = {}
|
||||
for (const unit of defenderUnits) {
|
||||
if (unit.count > 0) {
|
||||
if (Object.values(ShipType).includes(unit.type as ShipType)) {
|
||||
defenderShipRemaining[unit.type as ShipType] = unit.count
|
||||
} else {
|
||||
defenderDefenseRemaining[unit.type as DefenseType] = unit.count
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 添加修复的防御设施
|
||||
for (const [defenseType, count] of Object.entries(repairedDefense)) {
|
||||
defenderDefenseRemaining[defenseType as DefenseType] = (defenderDefenseRemaining[defenseType as DefenseType] || 0) + count
|
||||
}
|
||||
|
||||
// 判断胜负
|
||||
let winner: 'attacker' | 'defender' | 'draw'
|
||||
if (attackerUnits.length === 0 && defenderUnits.length === 0) {
|
||||
winner = 'draw'
|
||||
} else if (attackerUnits.length === 0) {
|
||||
winner = 'defender'
|
||||
} else if (defenderUnits.length === 0) {
|
||||
winner = 'attacker'
|
||||
} else {
|
||||
winner = 'draw'
|
||||
}
|
||||
|
||||
return {
|
||||
winner,
|
||||
rounds,
|
||||
attackerLosses: totalAttackerLosses,
|
||||
defenderLosses: {
|
||||
fleet: totalDefenderShipLosses,
|
||||
defense: totalDefenderDefenseLosses
|
||||
},
|
||||
attackerRemaining,
|
||||
defenderRemaining: {
|
||||
fleet: defenderShipRemaining,
|
||||
defense: defenderDefenseRemaining
|
||||
},
|
||||
roundDetails
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算掠夺的资源
|
||||
*/
|
||||
const calculatePlunder = (defenderResources: Resources, attackerFleet: Partial<Fleet>): Resources => {
|
||||
let totalCapacity = 0
|
||||
for (const [shipType, count] of Object.entries(attackerFleet)) {
|
||||
const config = SHIPS[shipType as ShipType]
|
||||
totalCapacity += config.cargoCapacity * count
|
||||
}
|
||||
|
||||
const availableResources = {
|
||||
metal: Math.floor(defenderResources.metal * 0.5),
|
||||
crystal: Math.floor(defenderResources.crystal * 0.5),
|
||||
deuterium: Math.floor(defenderResources.deuterium * 0.5),
|
||||
darkMatter: Math.floor(defenderResources.darkMatter * 0.5),
|
||||
energy: 0
|
||||
}
|
||||
|
||||
const totalAvailable =
|
||||
availableResources.metal + availableResources.crystal + availableResources.deuterium + availableResources.darkMatter
|
||||
|
||||
if (totalCapacity >= totalAvailable) {
|
||||
return availableResources
|
||||
}
|
||||
|
||||
const ratio = totalCapacity / totalAvailable
|
||||
return {
|
||||
metal: Math.floor(availableResources.metal * ratio),
|
||||
crystal: Math.floor(availableResources.crystal * ratio),
|
||||
deuterium: Math.floor(availableResources.deuterium * ratio),
|
||||
darkMatter: Math.floor(availableResources.darkMatter * ratio),
|
||||
energy: 0
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算残骸场
|
||||
*/
|
||||
const calculateDebrisField = (
|
||||
attackerLosses: Partial<Fleet>,
|
||||
defenderLosses: {
|
||||
fleet: Partial<Fleet>
|
||||
defense: Partial<Record<DefenseType, number>>
|
||||
}
|
||||
): Resources => {
|
||||
let totalMetal = 0
|
||||
let totalCrystal = 0
|
||||
|
||||
for (const [shipType, count] of Object.entries(attackerLosses)) {
|
||||
const config = SHIPS[shipType as ShipType]
|
||||
totalMetal += config.cost.metal * count * 0.3
|
||||
totalCrystal += config.cost.crystal * count * 0.3
|
||||
}
|
||||
|
||||
for (const [shipType, count] of Object.entries(defenderLosses.fleet)) {
|
||||
const config = SHIPS[shipType as ShipType]
|
||||
totalMetal += config.cost.metal * count * 0.3
|
||||
totalCrystal += config.cost.crystal * count * 0.3
|
||||
}
|
||||
|
||||
for (const [defenseType, count] of Object.entries(defenderLosses.defense)) {
|
||||
const config = DEFENSES[defenseType as DefenseType]
|
||||
totalMetal += config.cost.metal * count * 0.3
|
||||
totalCrystal += config.cost.crystal * count * 0.3
|
||||
}
|
||||
|
||||
return {
|
||||
metal: Math.floor(totalMetal),
|
||||
crystal: Math.floor(totalCrystal),
|
||||
deuterium: 0,
|
||||
darkMatter: 0,
|
||||
energy: 0
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Worker 消息处理
|
||||
// ============================================================================
|
||||
|
||||
self.onmessage = (event: MessageEvent<WorkerRequestMessage>) => {
|
||||
const { id, type, payload } = event.data
|
||||
|
||||
try {
|
||||
let result: unknown
|
||||
|
||||
switch (type) {
|
||||
case WorkerMessageType.SIMULATE_BATTLE: {
|
||||
const {
|
||||
attacker,
|
||||
defender,
|
||||
maxRounds = 6
|
||||
} = payload as {
|
||||
attacker: BattleSideData
|
||||
defender: BattleSideData
|
||||
maxRounds?: number
|
||||
}
|
||||
result = simulateBattle(attacker, defender, maxRounds)
|
||||
break
|
||||
}
|
||||
|
||||
case WorkerMessageType.CALCULATE_PLUNDER: {
|
||||
const { defenderResources, attackerFleet } = payload as {
|
||||
defenderResources: Resources
|
||||
attackerFleet: Partial<Fleet>
|
||||
}
|
||||
result = calculatePlunder(defenderResources, attackerFleet)
|
||||
break
|
||||
}
|
||||
|
||||
case WorkerMessageType.CALCULATE_DEBRIS: {
|
||||
const { attackerLosses, defenderLosses } = payload as {
|
||||
attackerLosses: Partial<Fleet>
|
||||
defenderLosses: {
|
||||
fleet: Partial<Fleet>
|
||||
defense: Partial<Record<DefenseType, number>>
|
||||
}
|
||||
}
|
||||
result = calculateDebrisField(attackerLosses, defenderLosses)
|
||||
break
|
||||
}
|
||||
|
||||
default:
|
||||
throw new Error(`Unknown message type: ${type}`)
|
||||
}
|
||||
|
||||
// 发送成功响应
|
||||
const response: WorkerResponseMessage = {
|
||||
id,
|
||||
type: WorkerMessageType.SUCCESS,
|
||||
success: true,
|
||||
data: result
|
||||
}
|
||||
self.postMessage(response)
|
||||
} catch (error) {
|
||||
// 发送错误响应
|
||||
const response: WorkerResponseMessage = {
|
||||
id,
|
||||
type: WorkerMessageType.ERROR,
|
||||
success: false,
|
||||
error: error instanceof Error ? error.message : String(error)
|
||||
}
|
||||
self.postMessage(response)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user