feat: 新增NPC与外交逻辑,优化UI组件结构

重构并精简了部分UI组件,移除冗余弹窗与详情组件,新增NPC相关逻辑(npcBehaviorLogic、npcGrowthLogic、npcStore等)及外交逻辑(diplomaticLogic、DiplomacyView)。完善分页、标签、复选框等通用UI组件。优化战报弹窗,调整README下载链接为相对路径,修复部分国际化内容。
This commit is contained in:
谦君
2025-12-15 08:23:45 +08:00
parent 44580909a3
commit 9b9fda0400
164 changed files with 18628 additions and 2775 deletions

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@@ -25,6 +25,7 @@ export const useGameConfig = () => {
[BuildingType.CrystalMine]: 'crystalMine',
[BuildingType.DeuteriumSynthesizer]: 'deuteriumSynthesizer',
[BuildingType.SolarPlant]: 'solarPlant',
[BuildingType.FusionReactor]: 'fusionReactor',
[BuildingType.RoboticsFactory]: 'roboticsFactory',
[BuildingType.NaniteFactory]: 'naniteFactory',
[BuildingType.Shipyard]: 'shipyard',
@@ -33,6 +34,8 @@ export const useGameConfig = () => {
[BuildingType.CrystalStorage]: 'crystalStorage',
[BuildingType.DeuteriumTank]: 'deuteriumTank',
[BuildingType.DarkMatterCollector]: 'darkMatterCollector',
[BuildingType.DarkMatterTank]: 'darkMatterTank',
[BuildingType.MissileSilo]: 'missileSilo',
[BuildingType.Terraformer]: 'terraformer',
[BuildingType.LunarBase]: 'lunarBase',
[BuildingType.SensorPhalanx]: 'sensorPhalanx',
@@ -46,11 +49,15 @@ export const useGameConfig = () => {
[ShipType.HeavyFighter]: 'heavyFighter',
[ShipType.Cruiser]: 'cruiser',
[ShipType.Battleship]: 'battleship',
[ShipType.Battlecruiser]: 'battlecruiser',
[ShipType.Bomber]: 'bomber',
[ShipType.Destroyer]: 'destroyer',
[ShipType.SmallCargo]: 'smallCargo',
[ShipType.LargeCargo]: 'largeCargo',
[ShipType.ColonyShip]: 'colonyShip',
[ShipType.Recycler]: 'recycler',
[ShipType.EspionageProbe]: 'espionageProbe',
[ShipType.SolarSatellite]: 'solarSatellite',
[ShipType.DarkMatterHarvester]: 'darkMatterHarvester',
[ShipType.Deathstar]: 'deathstar'
}
@@ -65,6 +72,8 @@ export const useGameConfig = () => {
[DefenseType.PlasmaTurret]: 'plasmaTurret',
[DefenseType.SmallShieldDome]: 'smallShieldDome',
[DefenseType.LargeShieldDome]: 'largeShieldDome',
[DefenseType.AntiBallisticMissile]: 'antiBallisticMissile',
[DefenseType.InterplanetaryMissile]: 'interplanetaryMissile',
[DefenseType.PlanetaryShield]: 'planetaryShield'
}
@@ -76,6 +85,12 @@ export const useGameConfig = () => {
[TechnologyType.HyperspaceTechnology]: 'hyperspaceTechnology',
[TechnologyType.PlasmaTechnology]: 'plasmaTechnology',
[TechnologyType.ComputerTechnology]: 'computerTechnology',
[TechnologyType.EspionageTechnology]: 'espionageTechnology',
[TechnologyType.WeaponsTechnology]: 'weaponsTechnology',
[TechnologyType.ShieldingTechnology]: 'shieldingTechnology',
[TechnologyType.ArmourTechnology]: 'armourTechnology',
[TechnologyType.Astrophysics]: 'astrophysics',
[TechnologyType.GravitonTechnology]: 'gravitonTechnology',
[TechnologyType.CombustionDrive]: 'combustionDrive',
[TechnologyType.ImpulseDrive]: 'impulseDrive',
[TechnologyType.HyperspaceDrive]: 'hyperspaceDrive',

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@@ -0,0 +1,63 @@
import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import * as gameLogic from '@/logic/gameLogic'
import * as planetLogic from '@/logic/planetLogic'
import * as resourceLogic from '@/logic/resourceLogic'
import * as officerLogic from '@/logic/officerLogic'
/**
* 游戏生命周期管理
* 处理游戏初始化、NPC星球生成等
*/
export const useGameLifecycle = () => {
const gameStore = useGameStore()
const universeStore = useUniverseStore()
/**
* 生成NPC星球
*/
const generateNPCPlanets = (npcCount: number, planetPrefix: string) => {
for (let i = 0; i < npcCount; i++) {
const position = gameLogic.generateRandomPosition()
const key = gameLogic.generatePositionKey(position.galaxy, position.system, position.position)
if (universeStore.planets[key]) continue
const npcPlanet = planetLogic.createNPCPlanet(i, position, planetPrefix)
universeStore.planets[key] = npcPlanet
}
}
/**
* 初始化游戏
*/
const initGame = async (playerName: string, homePlanetName: string, planetPrefix: string) => {
const shouldInit = gameLogic.shouldInitializeGame(gameStore.player.planets)
if (!shouldInit) {
const now = Date.now()
// 计算离线收益(直接同步计算)
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
gameStore.player.planets.forEach(planet => {
resourceLogic.updatePlanetResources(planet, now, bonuses)
})
// 只在没有NPC星球时才生成首次加载已有玩家数据时
if (Object.keys(universeStore.planets).length === 0) {
generateNPCPlanets(200, planetPrefix)
}
return
}
gameStore.player = gameLogic.initializePlayer(gameStore.player.id, playerName)
const initialPlanet = planetLogic.createInitialPlanet(gameStore.player.id, homePlanetName)
gameStore.player.planets = [initialPlanet]
gameStore.currentPlanetId = initialPlanet.id
// 新玩家初始化时生成NPC星球
generateNPCPlanets(200, planetPrefix)
}
return {
initGame,
generateNPCPlanets
}
}

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@@ -0,0 +1,68 @@
import { useGameStore } from '@/stores/gameStore'
import { useNPCStore } from '@/stores/npcStore'
import type { FleetMission } from '@/types/game'
import * as gameLogic from '@/logic/gameLogic'
/**
* 游戏更新循环
* 处理游戏状态的定期更新
*/
export const useGameUpdate = (
processMissionArrival: (mission: FleetMission) => Promise<void>,
processMissionReturn: (mission: FleetMission) => void,
processNPCMissionArrival: (npc: any, mission: FleetMission) => void,
processNPCMissionReturn: (npc: any, mission: FleetMission) => void,
updateNPCGrowth: (deltaSeconds: number) => void,
updateNPCBehavior: (deltaSeconds: number) => void
) => {
const gameStore = useGameStore()
const npcStore = useNPCStore()
/**
* 游戏主更新函数
*/
const updateGame = () => {
if (gameStore.isPaused) return
const now = Date.now()
gameStore.gameTime = now
// 检查军官过期
gameLogic.checkOfficersExpiration(gameStore.player.officers, now)
// 处理游戏更新(建造队列、研究队列等)
const result = gameLogic.processGameUpdate(gameStore.player, now)
gameStore.player.researchQueue = result.updatedResearchQueue
// 处理舰队任务
gameStore.player.fleetMissions.forEach(mission => {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
processMissionArrival(mission)
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processMissionReturn(mission)
}
})
// 处理NPC舰队任务
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
npc.fleetMissions.forEach(mission => {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
processNPCMissionArrival(npc, mission)
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processNPCMissionReturn(npc, mission)
}
})
}
})
// NPC成长系统更新
updateNPCGrowth(1) // 传入1秒的时间间隔
// NPC行为系统更新侦查和攻击决策
updateNPCBehavior(1)
}
return {
updateGame
}
}

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@@ -0,0 +1,249 @@
import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import { useNPCStore } from '@/stores/npcStore'
import type { FleetMission } from '@/types/game'
import { MissionType } from '@/types/game'
import * as gameLogic from '@/logic/gameLogic'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import * as resourceLogic from '@/logic/resourceLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
/**
* 舰队任务处理
* 处理玩家舰队任务的到达和返回
*/
export const useMissionHandler = (t: (key: string) => string) => {
const gameStore = useGameStore()
const universeStore = useUniverseStore()
const npcStore = useNPCStore()
/**
* 处理任务到达
*/
const processMissionArrival = async (mission: FleetMission) => {
// 从宇宙星球地图中查找目标星球
const targetKey = gameLogic.generatePositionKey(
mission.targetPosition.galaxy,
mission.targetPosition.system,
mission.targetPosition.position
)
// 先从玩家星球中查找,再从宇宙地图中查找
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
) || universeStore.planets[targetKey]
// 获取起始星球名称(用于报告)
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
const originPlanetName = originPlanet?.name || t('fleetView.unknownPlanet')
if (mission.missionType === MissionType.Transport) {
const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs)
// 生成运输任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Transport,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: result.success,
message: result.success ? t('missionReports.transportSuccess') : t('missionReports.transportFailed'),
details: {
transportedResources: mission.cargo
},
read: false
})
} else if (mission.missionType === MissionType.Attack) {
const attackResult = await fleetLogic.processAttackArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets)
if (attackResult) {
gameStore.player.battleReports.push(attackResult.battleResult)
// 检查是否攻击了NPC星球更新外交关系
if (targetPlanet) {
const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id))
if (targetNpc) {
diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, attackResult.battleResult, npcStore.npcs)
}
}
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
if (attackResult.debrisField) {
// 将残骸场添加到游戏状态
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
} else if (mission.missionType === MissionType.Colonize) {
const newPlanet = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix'))
// 生成殖民任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Colonize,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: newPlanet?.id,
targetPlanetName: newPlanet?.name,
success: !!newPlanet,
message: newPlanet ? t('missionReports.colonizeSuccess') : t('missionReports.colonizeFailed'),
details: newPlanet
? {
newPlanetId: newPlanet.id,
newPlanetName: newPlanet.name
}
: undefined,
read: false
})
if (newPlanet) {
gameStore.player.planets.push(newPlanet)
}
} else if (mission.missionType === MissionType.Spy) {
const spyReport = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs)
if (spyReport) gameStore.player.spyReports.push(spyReport)
} else if (mission.missionType === MissionType.Deploy) {
const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id)
// 生成部署任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Deploy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: deployed,
message: deployed ? t('missionReports.deploySuccess') : t('missionReports.deployFailed'),
details: {
deployedFleet: mission.fleet
},
read: false
})
if (deployed) {
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
return
}
} else if (mission.missionType === MissionType.Recycle) {
// 处理回收任务
const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
// 生成回收任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Recycle,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
success: !!recycleResult,
message: recycleResult ? t('missionReports.recycleSuccess') : t('missionReports.recycleFailed'),
details: recycleResult
? {
recycledResources: recycleResult.collectedResources,
remainingDebris: recycleResult.remainingDebris || undefined
}
: undefined,
read: false
})
if (recycleResult && debrisField) {
if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) {
// 更新残骸场
universeStore.debrisFields[debrisId] = {
id: debrisField.id,
position: debrisField.position,
resources: recycleResult.remainingDebris,
createdAt: debrisField.createdAt,
expiresAt: debrisField.expiresAt
}
} else {
// 残骸场已被完全收集,删除
delete universeStore.debrisFields[debrisId]
}
}
} else if (mission.missionType === MissionType.Destroy) {
// 处理行星毁灭任务
const destroyResult = fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player)
// 生成毁灭任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Destroy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName: targetPlanet?.name,
success: destroyResult?.success || false,
message: destroyResult?.success ? t('missionReports.destroySuccess') : t('missionReports.destroyFailed'),
details: destroyResult?.success
? {
destroyedPlanetName:
targetPlanet?.name ||
`[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`
}
: undefined,
read: false
})
if (destroyResult && destroyResult.success && destroyResult.planetId) {
// 星球被摧毁
// 从玩家星球列表中移除(如果是玩家的星球)
const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId)
if (planetIndex > -1) {
gameStore.player.planets.splice(planetIndex, 1)
} else {
// 不是玩家星球,从宇宙地图中移除
delete universeStore.planets[targetKey]
}
}
}
}
/**
* 处理任务返回
*/
const processMissionReturn = (mission: FleetMission) => {
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
resourceLogic.addResources(originPlanet.resources, mission.cargo)
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
}
return {
processMissionArrival,
processMissionReturn
}
}

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@@ -0,0 +1,300 @@
import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import { useNPCStore } from '@/stores/npcStore'
import type { NPC, FleetMission, IncomingFleetAlert } from '@/types/game'
import { MissionType } from '@/types/game'
import * as gameLogic from '@/logic/gameLogic'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import * as npcGrowthLogic from '@/logic/npcGrowthLogic'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
/**
* NPC处理
* 处理NPC舰队任务、成长系统、行为系统
*/
export const useNPCHandler = () => {
const gameStore = useGameStore()
const universeStore = useUniverseStore()
const npcStore = useNPCStore()
/**
* 移除即将到来的舰队警告
*/
const removeIncomingFleetAlert = (alert: IncomingFleetAlert) => {
if (!gameStore.player.incomingFleetAlerts) return
const index = gameStore.player.incomingFleetAlerts.indexOf(alert)
if (index > -1) {
gameStore.player.incomingFleetAlerts.splice(index, 1)
}
}
/**
* 根据任务ID移除即将到来的舰队警告
*/
const removeIncomingFleetAlertById = (missionId: string) => {
if (!gameStore.player.incomingFleetAlerts) return
const index = gameStore.player.incomingFleetAlerts.findIndex(a => a.id === missionId)
if (index > -1) {
gameStore.player.incomingFleetAlerts.splice(index, 1)
}
}
/**
* 处理NPC任务到达
*/
const processNPCMissionArrival = (npc: NPC, mission: FleetMission) => {
if (mission.missionType === MissionType.Recycle) {
// NPC回收任务到达
const debrisId = mission.debrisFieldId
if (!debrisId) {
console.warn('[NPC Mission] Recycle mission missing debrisFieldId')
mission.status = 'returning'
mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime)
return
}
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
if (recycleResult && debrisField) {
if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) {
// 更新残骸场
universeStore.debrisFields[debrisId] = {
id: debrisField.id,
position: debrisField.position,
resources: recycleResult.remainingDebris,
createdAt: debrisField.createdAt
}
} else {
// 残骸已被完全回收,从宇宙中删除
delete universeStore.debrisFields[debrisId]
}
}
// 移除即将到来的警告(回收任务已到达)
removeIncomingFleetAlertById(mission.id)
// 设置返回时间
mission.returnTime = Date.now() + (mission.arrivalTime - mission.departureTime)
return
}
// 找到目标星球
const targetKey = gameLogic.generatePositionKey(
mission.targetPosition.galaxy,
mission.targetPosition.system,
mission.targetPosition.position
)
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
) || universeStore.planets[targetKey]
if (!targetPlanet) {
console.warn('[NPC Mission] Target planet not found')
return
}
if (mission.missionType === MissionType.Spy) {
// NPC侦查到达
const { spiedNotification, spyReport } = npcBehaviorLogic.processNPCSpyArrival(npc, mission, targetPlanet, gameStore.player)
// 保存侦查报告到NPC用于后续攻击决策
if (!npc.playerSpyReports) {
npc.playerSpyReports = {}
}
npc.playerSpyReports[targetPlanet.id] = spyReport
// 添加被侦查通知给玩家
if (!gameStore.player.spiedNotifications) {
gameStore.player.spiedNotifications = []
}
gameStore.player.spiedNotifications.push(spiedNotification)
// 移除即将到来的警告(侦查已到达)
removeIncomingFleetAlertById(mission.id)
} else if (mission.missionType === MissionType.Attack) {
// NPC攻击到达 - 使用专门的NPC攻击处理逻辑
fleetLogic.processNPCAttackArrival(npc, mission, targetPlanet, gameStore.player, gameStore.player.planets).then(attackResult => {
if (attackResult) {
// 添加战斗报告给玩家
gameStore.player.battleReports.push(attackResult.battleResult)
// 如果生成月球,添加到玩家星球列表
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
// 如果生成残骸场,添加到宇宙残骸场列表
if (attackResult.debrisField) {
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
// 移除即将到来的警告(攻击已到达)
removeIncomingFleetAlertById(mission.id)
})
}
}
/**
* 处理NPC任务返回
*/
const processNPCMissionReturn = (npc: NPC, mission: FleetMission) => {
// 找到NPC的起始星球
const originPlanet = npc.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
// 返还舰队
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
// 如果携带掠夺资源给NPC添加资源
if (mission.cargo) {
originPlanet.resources.metal += mission.cargo.metal
originPlanet.resources.crystal += mission.cargo.crystal
originPlanet.resources.deuterium += mission.cargo.deuterium
}
// 从NPC任务列表中移除
if (npc.fleetMissions) {
const missionIndex = npc.fleetMissions.indexOf(mission)
if (missionIndex > -1) {
npc.fleetMissions.splice(missionIndex, 1)
}
}
}
// NPC成长系统更新
let npcUpdateCounter = 0
const NPC_UPDATE_INTERVAL = 10
/**
* 更新NPC成长系统
*/
const updateNPCGrowth = (deltaSeconds: number) => {
// 累积时间
npcUpdateCounter += deltaSeconds
// 只在达到更新间隔时才执行
if (npcUpdateCounter < NPC_UPDATE_INTERVAL) {
return
}
// 获取所有星球
const allPlanets = Object.values(universeStore.planets)
// 如果NPC store为空从星球数据中初始化NPC
if (npcStore.npcs.length === 0) {
const npcMap = new Map<string, any>()
allPlanets.forEach(planet => {
// 跳过玩家的星球
if (planet.ownerId === gameStore.player.id || !planet.ownerId) return
// 这是NPC的星球
if (!npcMap.has(planet.ownerId)) {
npcMap.set(planet.ownerId, {
id: planet.ownerId,
name: `NPC-${planet.ownerId.substring(0, 8)}`,
planets: [],
technologies: {},
difficulty: 'medium' as const,
relations: {},
allies: [],
enemies: []
})
}
npcMap.get(planet.ownerId)!.planets.push(planet)
})
// 保存到store
npcStore.npcs = Array.from(npcMap.values())
// 如果有NPC基于玩家实力初始化NPC
if (npcStore.npcs.length > 0) {
const gameState: npcGrowthLogic.NPCGrowthGameState = {
planets: allPlanets,
player: gameStore.player,
npcs: npcStore.npcs
}
const playerPower = npcGrowthLogic.calculatePlayerAveragePower(gameState)
npcStore.npcs.forEach(npc => {
npcGrowthLogic.initializeNPCStartingPower(npc, playerPower)
})
// 初始化NPC之间的外交关系盟友/敌人)
npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs)
}
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcUpdateCounter = 0
return
}
// 构建游戏状态
const gameState: npcGrowthLogic.NPCGrowthGameState = {
planets: allPlanets,
player: gameStore.player,
npcs: npcStore.npcs
}
// 使用累积的时间更新每个NPC
npcStore.npcs.forEach(npc => {
npcGrowthLogic.updateNPCGrowth(npc, gameState, npcUpdateCounter)
})
// 重置计数器
npcUpdateCounter = 0
}
// NPC行为系统更新
let npcBehaviorCounter = 0
const NPC_BEHAVIOR_INTERVAL = 5
/**
* 更新NPC行为系统
*/
const updateNPCBehavior = (deltaSeconds: number) => {
// 累积时间
npcBehaviorCounter += deltaSeconds
// 只在达到更新间隔时才执行
if (npcBehaviorCounter < NPC_BEHAVIOR_INTERVAL) {
return
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcBehaviorCounter = 0
return
}
const now = Date.now()
const allPlanets = Object.values(universeStore.planets)
// 更新每个NPC的行为
npcStore.npcs.forEach(npc => {
npcBehaviorLogic.updateNPCBehavior(npc, gameStore.player, allPlanets, universeStore.debrisFields, now)
})
npcBehaviorCounter = 0
}
return {
processNPCMissionArrival,
processNPCMissionReturn,
removeIncomingFleetAlert,
removeIncomingFleetAlertById,
updateNPCGrowth,
updateNPCBehavior
}
}

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@@ -0,0 +1,103 @@
import type { Ref } from 'vue'
import { useGameStore } from '@/stores/gameStore'
import type { BuildQueueItem } from '@/types/game'
import * as buildingValidation from '@/logic/buildingValidation'
import * as resourceLogic from '@/logic/resourceLogic'
import * as researchValidation from '@/logic/researchValidation'
/**
* 队列处理
* 处理建造队列和研究队列的取消操作
*/
export const useQueueHandler = (
t: (key: string) => string,
confirmDialogOpen: Ref<boolean>,
confirmDialogTitle: Ref<string>,
confirmDialogMessage: Ref<string>,
confirmDialogAction: Ref<(() => void) | null>
) => {
const gameStore = useGameStore()
/**
* 取消建造
*/
const handleCancelBuild = (queueId: string) => {
confirmDialogTitle.value = t('queue.cancelBuild')
confirmDialogMessage.value = t('queue.confirmCancel')
confirmDialogAction.value = () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.currentPlanet.buildQueue, queueId)
if (!item) return false
if (item.type === 'building') {
const refund = buildingValidation.cancelBuildingUpgrade(gameStore.currentPlanet, item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.currentPlanet.buildQueue.splice(index, 1)
return true
}
confirmDialogOpen.value = true
}
/**
* 取消研究
*/
const handleCancelResearch = (queueId: string) => {
confirmDialogTitle.value = t('queue.cancelResearch')
confirmDialogMessage.value = t('queue.confirmCancel')
confirmDialogAction.value = () => {
if (!gameStore.currentPlanet) return false
const { item, index } = buildingValidation.findQueueItem(gameStore.player.researchQueue, queueId)
if (!item) return false
if (item.type === 'technology') {
const refund = researchValidation.cancelTechnologyResearch(item)
resourceLogic.addResources(gameStore.currentPlanet.resources, refund)
}
gameStore.player.researchQueue.splice(index, 1)
return true
}
confirmDialogOpen.value = true
}
/**
* 获取队列项名称
*/
const getItemName = (item: BuildQueueItem): string => {
if (item.type === 'building' || item.type === 'demolish') {
const buildingName = t(`buildings.${item.itemType}`)
return item.type === 'demolish' ? `${t('buildingsView.demolish')} - ${buildingName}` : buildingName
} else if (item.type === 'technology') {
return t(`technologies.${item.itemType}`)
} else if (item.type === 'ship') {
return t(`ships.${item.itemType}`)
} else if (item.type === 'defense') {
return t(`defenses.${item.itemType}`)
}
return t('common.unknown')
}
/**
* 获取剩余时间(秒)
*/
const getRemainingTime = (item: BuildQueueItem): number => {
const now = Date.now()
return Math.max(0, Math.floor((item.endTime - now) / 1000))
}
/**
* 获取队列进度(百分比)
*/
const getQueueProgress = (item: BuildQueueItem): number => {
const now = Date.now()
const total = item.endTime - item.startTime
const elapsed = now - item.startTime
return Math.min(100, Math.max(0, (elapsed / total) * 100))
}
return {
handleCancelBuild,
handleCancelResearch,
getItemName,
getRemainingTime,
getQueueProgress
}
}