This commit is contained in:
谦君
2026-01-06 08:15:59 +08:00
parent ec96d2541e
commit 9e8ceb0414
23 changed files with 4280 additions and 1407 deletions

View File

@@ -9,7 +9,7 @@
},
"private": true,
"version": "1.6.0",
"buildDate": "2026/1/6 03:05:21",
"buildDate": "2026/1/6 07:55:12",
"main": "dist-electron/main.js",
"type": "module",
"scripts": {

View File

@@ -414,6 +414,8 @@
<HintToast />
<!-- Toast 通知 -->
<Sonner position="top-center" />
<!-- 调试面板仅开发环境 -->
<DebugOverlay />
<!-- 重命名星球对话框 -->
<Dialog v-model:open="renameDialogOpen">
<DialogContent class="sm:max-w-md">
@@ -476,6 +478,12 @@
import { useTheme } from '@/composables/useTheme'
import { useI18n } from '@/composables/useI18n'
import { useGameConfig } from '@/composables/useGameConfig'
import { useGameLoop } from '@/composables/useGameLoop'
import { createGameEngine, type GameEngine } from '@/services/gameEngine'
import { createMissionEngine, type MissionEngine } from '@/services/missionEngine'
import { createNpcEngine, type NpcEngine } from '@/services/npcEngine'
import { createEconomyEngine, type EconomyEngine } from '@/services/economyEngine'
import { createProgressionEngine, type ProgressionEngine } from '@/services/progressionEngine'
import { localeNames, detectBrowserLocale, type Locale } from '@/locales'
import { Button } from '@/components/ui/button'
import { Badge } from '@/components/ui/badge'
@@ -518,9 +526,8 @@
import HintToast from '@/components/notifications/HintToast.vue'
import BackToTop from '@/components/common/BackToTop.vue'
import Sonner from '@/components/ui/sonner/Sonner.vue'
import { MissionType, BuildingType, TechnologyType, DiplomaticEventType, ShipType } from '@/types/game'
import type { FleetMission, NPC, MissileAttack } from '@/types/game'
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import DebugOverlay from '@/components/debug/DebugOverlay.vue'
import { BuildingType, TechnologyType } from '@/types/game'
import type { VersionInfo } from '@/utils/versionCheck'
import { formatNumber, getResourceColor } from '@/utils/format'
import { scaleNumber, scaleResources } from '@/utils/speed'
@@ -550,21 +557,15 @@
Crown,
Scroll
} from 'lucide-vue-next'
import * as gameLogic from '@/logic/gameLogic'
import * as planetLogic from '@/logic/planetLogic'
import * as officerLogic from '@/logic/officerLogic'
import * as buildingValidation from '@/logic/buildingValidation'
import * as resourceLogic from '@/logic/resourceLogic'
import * as researchValidation from '@/logic/researchValidation'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import * as npcGrowthLogic from '@/logic/npcGrowthLogic'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
import * as publicLogic from '@/logic/publicLogic'
import * as oreDepositLogic from '@/logic/oreDepositLogic'
import * as campaignLogic from '@/logic/campaignLogic'
import { generateNPCName, countOldFormatNPCs, updateNPCName } from '@/logic/npcNameGenerator'
import { generateRandomPosition, generatePositionKey, shouldInitializeGame, initializePlayer } from '@/logic/gameLogic'
import { countOldFormatNPCs, updateNPCName } from '@/logic/npcNameGenerator'
import pkg from '../package.json'
import { toast } from 'vue-sonner'
import { migrateGameData } from '@/utils/migration'
@@ -601,14 +602,14 @@
const sidebarOpen = ref(window.innerWidth >= 1024)
// 移动端资源栏展开状态
const resourceBarExpanded = ref(false)
const npcUpdateCounter = ref(0) // 累计秒数
const NPC_UPDATE_INTERVAL = 5 // 每1秒更新一次NPC确保发育速度与玩家相当
// NPC行为系统更新函数侦查和攻击决策
const npcBehaviorCounter = ref(0)
const NPC_BEHAVIOR_INTERVAL = 5 // 每5秒检查一次NPC行为
// 游戏引擎
let gameEngine: GameEngine | null = null
let missionEngine: MissionEngine | null = null
let npcEngine: NpcEngine | null = null
let economyEngine: EconomyEngine | null = null
let progressionEngine: ProgressionEngine | null = null
// 游戏循环定时器
const gameLoop = ref<ReturnType<typeof setInterval> | null>(null)
const pointsUpdateInterval = ref<ReturnType<typeof setInterval> | null>(null)
const konamiCleanup = ref<(() => void) | null>(null)
const versionCheckInterval = ref<ReturnType<typeof setInterval> | null>(null) // 重命名星球相关状态
@@ -818,7 +819,7 @@
}
const initGame = async () => {
const shouldInit = gameLogic.shouldInitializeGame(gameStore.player.planets)
const shouldInit = shouldInitializeGame(gameStore.player.planets)
if (!shouldInit) {
const now = Date.now()
// 迁移矿脉储量数据(为没有矿脉数据的星球初始化)
@@ -858,7 +859,7 @@
return
}
gameStore.player = gameLogic.initializePlayer(gameStore.player.id, t('common.playerName'))
gameStore.player = initializePlayer(gameStore.player.id, t('common.playerName'))
const initialPlanet = planetLogic.createInitialPlanet(gameStore.player.id, t('planet.homePlanet'))
gameStore.player.planets = [initialPlanet]
gameStore.currentPlanetId = initialPlanet.id
@@ -871,926 +872,14 @@
const generateNPCPlanets = () => {
const npcCount = 200
for (let i = 0; i < npcCount; i++) {
const position = gameLogic.generateRandomPosition()
const key = gameLogic.generatePositionKey(position.galaxy, position.system, position.position)
const position = generateRandomPosition()
const key = generatePositionKey(position.galaxy, position.system, position.position)
if (universeStore.planets[key]) continue
const npcPlanet = planetLogic.createNPCPlanet(i, position, t('planet.planetPrefix'))
universeStore.planets[key] = npcPlanet
}
}
const updateGame = async () => {
const now = Date.now()
if (gameStore.isPaused) return
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.gameSpeed, handleNotification, handleUnlockNotification)
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)
}
})
// 处理导弹攻击任务(使用反向循环以便安全删除)
for (let i = gameStore.player.missileAttacks.length - 1; i >= 0; i--) {
const missileAttack = gameStore.player.missileAttacks[i]
if (missileAttack && missileAttack.status === 'flying' && now >= missileAttack.arrivalTime) {
await processMissileAttackArrival(missileAttack)
// 导弹攻击是单程的,到达后直接从数组中移除
gameStore.player.missileAttacks.splice(i, 1)
}
}
// 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)
// NPC行为系统更新侦查和攻击决策
updateNPCBehavior(1)
// 检查成就解锁
checkAchievementUnlocks()
// 检查战役任务进度
if (gameStore.player.campaignProgress) {
campaignLogic.checkAllActiveQuestsProgress(gameStore.player, npcStore.npcs)
}
// 检查并处理被消灭的NPC所有星球都被摧毁的NPC
const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale)
if (eliminatedNpcIds.length > 0) {
// 从universeStore中移除被消灭NPC的星球数据并收集需要清理的任务ID
const missionIdsToRemove: string[] = []
eliminatedNpcIds.forEach(npcId => {
const npc = npcStore.npcs.find(n => n.id === npcId)
if (npc) {
// 遍历NPC的所有星球从universeStore中删除
if (npc.planets) {
npc.planets.forEach(planet => {
const planetKey = gameLogic.generatePositionKey(planet.position.galaxy, planet.position.system, planet.position.position)
if (universeStore.planets[planetKey]) {
delete universeStore.planets[planetKey]
}
})
}
// 收集该NPC所有任务的ID用于清理玩家的警报
if (npc.fleetMissions) {
npc.fleetMissions.forEach(m => missionIdsToRemove.push(m.id))
}
}
})
// 清理玩家的即将到来舰队警报移除已消灭NPC的任务警报
if (gameStore.player.incomingFleetAlerts && missionIdsToRemove.length > 0) {
gameStore.player.incomingFleetAlerts = gameStore.player.incomingFleetAlerts.filter(alert => !missionIdsToRemove.includes(alert.id))
}
// 从NPC列表中移除被消灭的NPC
npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id))
}
}
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
// 如果任务指定了targetIsMoon需要精确匹配行星或月球
const targetPlanet =
gameStore.player.planets.find(p => {
const positionMatch =
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
// 如果任务明确指定目标类型,按类型匹配
if (mission.targetIsMoon !== undefined) {
return positionMatch && p.isMoon === mission.targetIsMoon
}
// 兼容旧任务:默认优先匹配行星(非月球)
return positionMatch && !p.isMoon
}) ||
// 如果没有匹配到指定类型,尝试匹配同位置的任何星球
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) {
// 在处理任务之前保存货物信息因为processTransportArrival会清空cargo
const transportedResources = { ...mission.cargo }
const isGiftMission = mission.isGift && mission.giftTargetNpcId
const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs)
// 更新成就统计(仅在成功时追踪)
if (result.success) {
const totalTransported =
transportedResources.metal + transportedResources.crystal + transportedResources.deuterium + transportedResources.darkMatter
if (isGiftMission) {
// 送礼成功
gameLogic.trackDiplomacyStats(gameStore.player, 'gift', { resourcesAmount: totalTransported })
} else {
// 普通运输任务成功
gameLogic.trackMissionStats(gameStore.player, 'transport', { resourcesAmount: totalTransported })
}
}
// 生成失败原因消息
let transportFailMessage = t('missionReports.transportFailed')
if (!result.success && result.failReason) {
if (result.failReason === 'targetNotFound') {
transportFailMessage = t('missionReports.transportFailedTargetNotFound')
} else if (result.failReason === 'giftRejected') {
transportFailMessage = t('missionReports.transportFailedGiftRejected')
}
}
// 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') : transportFailMessage,
details: {
transportedResources,
failReason: result.failReason
},
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)
// 更新成就统计 - 攻击
const debrisValue = attackResult.debrisField
? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal
: 0
const won = attackResult.battleResult.winner === 'attacker'
gameLogic.trackAttackStats(gameStore.player, attackResult.battleResult, won, debrisValue)
// 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, gameStore.locale)
// 同步战斗损失到NPC的实际星球数据
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
// 同步舰队损失
Object.entries(attackResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost)
})
// 同步防御损失修复后的数据已在targetPlanet中
npcPlanet.defense = { ...targetPlanet.defense }
// 同步资源(被掠夺后的)
npcPlanet.resources = { ...targetPlanet.resources }
}
}
}
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 colonizeResult = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix'))
const newPlanet = colonizeResult.planet
// 更新成就统计 - 殖民
if (colonizeResult.success && newPlanet) {
gameLogic.trackMissionStats(gameStore.player, 'colonize')
}
// 生成失败原因消息
let failMessage = t('missionReports.colonizeFailed')
if (!colonizeResult.success && colonizeResult.failReason) {
if (colonizeResult.failReason === 'positionOccupied') {
failMessage = t('missionReports.colonizeFailedOccupied')
} else if (colonizeResult.failReason === 'maxColoniesReached') {
failMessage = t('missionReports.colonizeFailedMaxColonies')
}
}
// 生成殖民任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Colonize,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: newPlanet?.id,
targetPlanetName: newPlanet?.name,
success: colonizeResult.success,
message: colonizeResult.success ? t('missionReports.colonizeSuccess') : failMessage,
details: newPlanet
? {
newPlanetId: newPlanet.id,
newPlanetName: newPlanet.name
}
: { failReason: colonizeResult.failReason },
read: false
})
if (newPlanet) {
gameStore.player.planets.push(newPlanet)
}
} else if (mission.missionType === MissionType.Spy) {
const spyResult = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs)
if (spyResult.success && spyResult.report) {
gameStore.player.spyReports.push(spyResult.report)
// 更新成就统计 - 侦查
gameLogic.trackMissionStats(gameStore.player, 'spy')
}
// 生成侦查任务报告(即使失败也生成)
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
let spyFailMessage = t('missionReports.spyFailed')
if (!spyResult.success && spyResult.failReason) {
if (spyResult.failReason === 'targetNotFound') {
spyFailMessage = t('missionReports.spyFailedTargetNotFound')
}
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Spy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: spyResult.success,
message: spyResult.success ? t('missionReports.spySuccess') : spyFailMessage,
details: spyResult.success ? { spyReportId: spyResult.report?.id } : { failReason: spyResult.failReason },
read: false
})
} else if (mission.missionType === MissionType.Deploy) {
const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id, gameStore.player.technologies)
// 更新成就统计 - 部署
if (deployed.success) {
gameLogic.trackMissionStats(gameStore.player, 'deploy')
}
// 生成失败原因消息
let deployFailMessage = t('missionReports.deployFailed')
if (!deployed.success && deployed.failReason) {
if (deployed.failReason === 'targetNotFound') {
deployFailMessage = t('missionReports.deployFailedTargetNotFound')
} else if (deployed.failReason === 'notOwnPlanet') {
deployFailMessage = t('missionReports.deployFailedNotOwnPlanet')
}
}
// 生成部署任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `mission-report-${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}:${mission.targetPosition.position}]`,
success: deployed.success,
message: deployed.success ? t('missionReports.deploySuccess') : deployFailMessage,
details: {
deployedFleet: mission.fleet,
failReason: deployed.failReason
},
read: false
})
if (deployed.success && !deployed.overflow) {
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
return
}
} else if (mission.missionType === MissionType.Recycle) {
// 处理回收任务
const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
// 更新成就统计 - 回收(无论是否有残骸都算飞行任务,但只有成功回收才计入回收资源量)
const totalRecycled =
recycleResult.success && recycleResult.collectedResources
? recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal
: 0
gameLogic.trackMissionStats(gameStore.player, 'recycle', { resourcesAmount: totalRecycled })
// 生成失败原因消息
let recycleFailMessage = t('missionReports.recycleFailed')
if (!recycleResult.success && recycleResult.failReason) {
if (recycleResult.failReason === 'noDebrisField') {
recycleFailMessage = t('missionReports.recycleFailedNoDebris')
} else if (recycleResult.failReason === 'debrisEmpty') {
recycleFailMessage = t('missionReports.recycleFailedDebrisEmpty')
}
}
// 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.success,
message: recycleResult.success ? t('missionReports.recycleSuccess') : recycleFailMessage,
details: recycleResult.success
? {
recycledResources: recycleResult.collectedResources,
remainingDebris: recycleResult.remainingDebris || undefined
}
: { failReason: recycleResult.failReason },
read: false
})
if (recycleResult.success && recycleResult.collectedResources && 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(需要先战斗,再计算毁灭概率)
const destroyResult = await fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets)
// 处理战斗报告(如果发生了战斗)
if (destroyResult.battleResult) {
gameStore.player.battleReports.push(destroyResult.battleResult)
// 处理战斗对NPC的影响
if (targetPlanet) {
const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id))
if (targetNpc) {
diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, destroyResult.battleResult, npcStore.npcs, gameStore.locale)
// 同步战斗损失到NPC的实际星球数据
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
Object.entries(destroyResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost)
})
npcPlanet.defense = { ...targetPlanet.defense }
npcPlanet.resources = { ...targetPlanet.resources }
}
}
}
}
// 处理新生成的月球
if (destroyResult.moon) {
gameStore.player.planets.push(destroyResult.moon)
}
// 处理残骸场
if (destroyResult.debrisField) {
universeStore.debrisFields[destroyResult.debrisField.id] = destroyResult.debrisField
}
// 更新成就统计 - 行星毁灭
if (destroyResult.success) {
gameLogic.trackMissionStats(gameStore.player, 'destroy')
}
// 生成失败原因消息
let destroyFailMessage = t('missionReports.destroyFailed')
if (!destroyResult.success && destroyResult.failReason) {
if (destroyResult.failReason === 'targetNotFound') {
destroyFailMessage = t('missionReports.destroyFailedTargetNotFound')
} else if (destroyResult.failReason === 'ownPlanet') {
destroyFailMessage = t('missionReports.destroyFailedOwnPlanet')
} else if (destroyResult.failReason === 'noDeathstar') {
destroyFailMessage = t('missionReports.destroyFailedNoDeathstar')
} else if (destroyResult.failReason === 'chanceFailed') {
destroyFailMessage = t('missionReports.destroyFailedChance', { chance: destroyResult.destructionChance.toFixed(1) })
}
}
// 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,
message: destroyResult.success ? t('missionReports.destroySuccess') : destroyFailMessage,
details: destroyResult.success
? {
destroyedPlanetName:
targetPlanet?.name ||
`[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
hadBattle: !!destroyResult.battleResult
}
: {
failReason: destroyResult.failReason,
destructionChance: destroyResult.destructionChance,
deathstarsLost: destroyResult.deathstarsLost,
hadBattle: !!destroyResult.battleResult
},
read: false
})
if (destroyResult.success && destroyResult.planetId) {
// 星球被摧毁
// 处理外交关系如果目标是NPC星球
if (targetPlanet && targetPlanet.ownerId) {
const planetOwner = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (planetOwner) {
diplomaticLogic.handlePlanetDestructionReputation(gameStore.player, targetPlanet, planetOwner, npcStore.npcs, gameStore.locale)
// 从NPC的星球列表中移除被摧毁的星球
const npcPlanetIndex = planetOwner.planets.findIndex(p => p.id === destroyResult.planetId)
if (npcPlanetIndex > -1) {
planetOwner.planets.splice(npcPlanetIndex, 1)
}
// 检查并处理被消灭的NPC所有星球都被摧毁的NPC
const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale)
// 从npcStore中移除被消灭的NPC
if (eliminatedNpcIds.length > 0) {
npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id))
}
}
}
// 从玩家星球列表中移除(如果是玩家的星球)
const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId)
if (planetIndex > -1) {
gameStore.player.planets.splice(planetIndex, 1)
} else {
// 不是玩家星球,从宇宙地图中移除
delete universeStore.planets[targetKey]
}
// 取消所有前往该位置的NPC任务回收、攻击、侦查等
const destroyedDebrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
// 找到需要取消的任务前往已摧毁星球位置的outbound任务
const missionsToCancel = npc.fleetMissions.filter(m => {
if (m.status !== 'outbound') return false
// 检查回收任务的残骸场ID
if (m.missionType === MissionType.Recycle && m.debrisFieldId === destroyedDebrisId) {
return true
}
// 检查其他任务的目标星球ID
if (m.targetPlanetId === destroyResult.planetId) {
return true
}
return false
})
// 将这些任务的舰队返回给NPC
missionsToCancel.forEach(m => {
const npcOriginPlanet = npc.planets.find(p => p.id === m.originPlanetId)
if (npcOriginPlanet) {
shipLogic.addFleet(npcOriginPlanet.fleet, m.fleet)
}
})
// 从任务列表中移除这些任务
npc.fleetMissions = npc.fleetMissions.filter(m => !missionsToCancel.includes(m))
}
// 清理关于被摧毁星球的侦查报告
if (npc.playerSpyReports && destroyResult.planetId && destroyResult.planetId in npc.playerSpyReports) {
delete npc.playerSpyReports[destroyResult.planetId]
}
})
// 同时删除该位置的残骸场(星球被摧毁后残骸场也消失)
delete universeStore.debrisFields[destroyedDebrisId]
}
} else if (mission.missionType === MissionType.Expedition) {
// 处理探险任务
const expeditionResult = fleetLogic.processExpeditionArrival(mission)
// 确保返回时间正确设置(兼容旧版本任务数据)
// 如果 returnTime 不存在或已过期,重新计算
const now = Date.now()
if (!mission.returnTime || mission.returnTime <= now) {
// 返回时间应该等于当前时间加上单程飞行时间
const flightDuration = mission.arrivalTime - mission.departureTime
mission.returnTime = now + flightDuration
}
// 更新成就统计 - 探险
const isSuccessful =
expeditionResult.eventType === 'resources' || expeditionResult.eventType === 'darkMatter' || expeditionResult.eventType === 'fleet'
gameLogic.trackMissionStats(gameStore.player, 'expedition', { successful: isSuccessful })
// 生成探险任务报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
// 根据事件类型生成不同的报告消息
let reportMessage = ''
let reportDetails: Record<string, unknown> = {
// 保存探险区域信息
expeditionZone: mission.expeditionZone
}
switch (expeditionResult.eventType) {
case 'resources':
reportMessage = t('missionReports.expeditionResources')
reportDetails.foundResources = expeditionResult.resources
break
case 'darkMatter':
reportMessage = t('missionReports.expeditionDarkMatter')
reportDetails.foundResources = expeditionResult.resources
break
case 'fleet':
reportMessage = t('missionReports.expeditionFleet')
reportDetails.foundFleet = expeditionResult.fleet
break
case 'pirates':
reportMessage = expeditionResult.fleetLost
? t('missionReports.expeditionPiratesAttack')
: t('missionReports.expeditionPiratesEscaped')
if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost
break
case 'aliens':
reportMessage = expeditionResult.fleetLost
? t('missionReports.expeditionAliensAttack')
: t('missionReports.expeditionAliensEscaped')
if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost
break
default:
reportMessage = t('missionReports.expeditionNothing')
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Expedition,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
success: expeditionResult.eventType !== 'nothing',
message: reportMessage,
details: reportDetails,
read: false
})
}
}
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)
}
// NPC任务处理
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 && recycleResult.collectedResources) {
// 更新成就统计 - 被NPC回收残骸如果残骸是玩家战斗产生的
const totalRecycled = recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal
if (totalRecycled > 0) {
gameLogic.trackDiplomacyStats(gameStore.player, 'debrisRecycledByNPC', { resourcesAmount: totalRecycled })
}
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)
// 更新成就统计 - 被NPC侦查
gameLogic.trackDiplomacyStats(gameStore.player, 'spiedByNPC')
// 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) {
// 更新成就统计 - 被NPC攻击 + 防御统计
gameLogic.trackDiplomacyStats(gameStore.player, 'attackedByNPC')
const debrisValue = attackResult.debrisField
? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal
: 0
const won = attackResult.battleResult.winner === 'defender'
gameLogic.trackDefenseStats(gameStore.player, attackResult.battleResult, won, debrisValue)
// 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) {
const existingDebris = universeStore.debrisFields[attackResult.debrisField.id]
if (existingDebris) {
// 累加残骸资源
universeStore.debrisFields[attackResult.debrisField.id] = {
...existingDebris,
resources: {
metal: existingDebris.resources.metal + attackResult.debrisField.resources.metal,
crystal: existingDebris.resources.crystal + attackResult.debrisField.resources.crystal
}
}
} else {
// 新残骸场
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
}
// 移除即将到来的警告(攻击已到达)
removeIncomingFleetAlertById(mission.id)
})
}
}
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)
}
}
}
// 处理导弹攻击到达
const processMissileAttackArrival = async (missileAttack: MissileAttack) => {
// 动态导入导弹逻辑
const missileLogic = await import('@/logic/missileLogic')
// 找到目标星球
const targetKey = gameLogic.generatePositionKey(
missileAttack.targetPosition.galaxy,
missileAttack.targetPosition.system,
missileAttack.targetPosition.position
)
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === missileAttack.targetPosition.galaxy &&
p.position.system === missileAttack.targetPosition.system &&
p.position.position === missileAttack.targetPosition.position
) || universeStore.planets[targetKey]
// 如果目标星球不存在,导弹失败
if (!targetPlanet) {
missileAttack.status = 'arrived'
// 生成失败报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'),
targetPosition: missileAttack.targetPosition,
targetPlanetId: undefined,
targetPlanetName: `[${missileAttack.targetPosition.galaxy}:${missileAttack.targetPosition.system}:${missileAttack.targetPosition.position}]`,
success: false,
message: t('missionReports.missileAttackFailed'),
details: {
missileCount: missileAttack.missileCount,
missileHits: 0,
missileIntercepted: 0,
defenseLosses: {}
},
read: false
})
return
}
// 计算导弹攻击结果
const impactResult = missileLogic.calculateMissileImpact(missileAttack.missileCount, targetPlanet)
// 应用损失到目标星球
missileLogic.applyMissileAttackResult(targetPlanet, impactResult.defenseLosses)
// 如果目标是NPC的星球同步损失到NPC实际数据并扣除外交好感度
if (targetPlanet.ownerId && targetPlanet.ownerId !== gameStore.player.id) {
const targetNpc = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (targetNpc) {
// 同步防御损失到NPC的实际星球数据
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
missileLogic.applyMissileAttackResult(npcPlanet, impactResult.defenseLosses)
}
// 导弹攻击扣除好感度
const { REPUTATION_CHANGES } = DIPLOMATIC_CONFIG
const reputationLoss = REPUTATION_CHANGES.ATTACK / 2 // 导弹攻击的好感度惩罚是普通攻击的一半
// 更新NPC对玩家的关系统一使用 npc.relations 作为唯一数据源)
if (!targetNpc.relations) {
targetNpc.relations = {}
}
const npcRelation = diplomaticLogic.getOrCreateRelation(targetNpc.relations, targetNpc.id, gameStore.player.id)
targetNpc.relations[gameStore.player.id] = diplomaticLogic.updateReputation(
npcRelation,
reputationLoss,
DiplomaticEventType.Attack,
t('diplomacy.reports.wasAttackedByMissile')
)
}
}
// 标记导弹攻击为已到达
missileAttack.status = 'arrived'
// 生成导弹攻击报告
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
const reportMessage =
impactResult.missileHits > 0
? `${t('missionReports.missileAttackSuccess')}: ${impactResult.missileHits} ${t('missionReports.hits')}`
: t('missionReports.missileAttackIntercepted')
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName: gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet'),
targetPosition: missileAttack.targetPosition,
targetPlanetId: targetPlanet.id,
targetPlanetName: targetPlanet.name,
success: true,
message: reportMessage,
details: {
missileCount: missileAttack.missileCount,
missileHits: impactResult.missileHits,
missileIntercepted: impactResult.missileIntercepted,
defenseLosses: impactResult.defenseLosses
},
read: false
})
}
// 打开敌方警报面板
const openEnemyAlertPanel = () => {
enemyAlertNotificationsRef.value?.open()
@@ -1804,391 +893,116 @@
}
}
/**
* 同步NPC星球数据到universeStore
* 解决npcStore和universeStore数据不同步的问题
*/
const syncNPCPlanetToUniverse = (npc: any) => {
npc.planets.forEach((npcPlanet: any) => {
const planetKey = gameLogic.generatePositionKey(npcPlanet.position.galaxy, npcPlanet.position.system, npcPlanet.position.position)
const universePlanet = universeStore.planets[planetKey]
if (universePlanet) {
// 同步所有关键数据
universePlanet.resources = { ...npcPlanet.resources }
universePlanet.buildings = { ...npcPlanet.buildings }
universePlanet.fleet = { ...npcPlanet.fleet }
universePlanet.defense = { ...npcPlanet.defense }
}
})
}
// 创建任务引擎(处理舰队任务和导弹攻击)
missionEngine = createMissionEngine({
removeIncomingFleetAlert: removeIncomingFleetAlertById
})
const updateNPCGrowth = (deltaSeconds: number) => {
// 累积时间
npcUpdateCounter.value += deltaSeconds
// 创建NPC引擎处理NPC成长和行为支持分片更新
npcEngine = createNpcEngine({
sliceSize: 20, // 每 tick 最多更新 20 个 NPC
growthInterval: 5, // 成长更新间隔 5 秒
behaviorInterval: 5 // 行为更新间隔 5 秒
})
// 只在达到更新间隔时才执行
if (npcUpdateCounter.value < NPC_UPDATE_INTERVAL) {
return
}
// 创建经济引擎(处理资源生产、建造/研究队列)
economyEngine = createEconomyEngine({
onNotification: handleNotification,
onUnlock: handleUnlockNotification
})
// 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)) {
// 为每个NPC设置随机的初始冷却时间避免所有NPC同时行动
const now = Date.now()
const randomSpyOffset = Math.random() * 240 * 1000 // 0-4分钟的随机延迟
const randomAttackOffset = Math.random() * 480 * 1000 // 0-8分钟的随机延迟
// 初始化NPC与玩家的中立关系
const initialRelations: Record<string, any> = {}
initialRelations[gameStore.player.id] = {
fromId: planet.ownerId,
toId: gameStore.player.id,
reputation: 0,
status: 'neutral' as const,
lastUpdated: now,
history: []
}
npcMap.set(planet.ownerId, {
id: planet.ownerId,
name: generateNPCName(planet.ownerId, gameStore.locale),
planets: [],
technologies: {}, // 初始化空科技树
difficulty: 'medium' as const, // 默认中等难度
relations: initialRelations, // 外交关系(默认与玩家中立)
allies: [], // 盟友列表
enemies: [], // 敌人列表
lastSpyTime: now - randomSpyOffset, // 设置随机的上次侦查时间
lastAttackTime: now - randomAttackOffset, // 设置随机的上次攻击时间
fleetMissions: [], // 舰队任务
playerSpyReports: {} // 对玩家的侦查报告
})
}
npcMap.get(planet.ownerId)!.planets.push(planet)
})
// 保存到store
npcStore.npcs = Array.from(npcMap.values())
// 如果有NPC基于距离初始化NPC实力
if (npcStore.npcs.length > 0) {
// 获取玩家母星(第一个非月球星球)
const homeworld = gameStore.player.planets.find(p => !p.isMoon)
if (homeworld) {
npcStore.npcs.forEach(npc => {
// 基于距离初始化NPC实力
npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position)
// 同步NPC星球数据到universeStore
syncNPCPlanetToUniverse(npc)
})
}
// 初始化NPC之间的外交关系盟友/敌人)
npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs)
}
}
// 确保所有NPC都有间谍探测器修复旧版本保存的数据
if (npcStore.npcs.length > 0) {
npcGrowthLogic.ensureNPCSpyProbes(npcStore.npcs)
}
// 确保所有NPC都有AI类型修复旧版本保存的数据
if (npcStore.npcs.length > 0) {
npcGrowthLogic.ensureAllNPCsAIType(npcStore.npcs)
}
// 确保所有NPC都与玩家建立了关系修复旧版本保存的数据
if (npcStore.npcs.length > 0) {
const now = Date.now()
// 获取玩家母星(用于计算距离)
const homeworld = gameStore.player.planets.find(p => !p.isMoon)
npcStore.npcs.forEach(npc => {
if (!npc.relations) {
npc.relations = {}
}
// 如果NPC没有与玩家的关系建立中立关系
if (!npc.relations[gameStore.player.id]) {
npc.relations[gameStore.player.id] = {
fromId: npc.id,
toId: gameStore.player.id,
reputation: 0,
status: 'neutral' as const,
lastUpdated: now,
history: []
}
}
// 迁移旧存档如果NPC没有距离数据计算并设置
if (homeworld && npc.distanceToHomeworld === undefined) {
const npcPlanet = npc.planets[0]
if (npcPlanet) {
npc.distanceToHomeworld = npcGrowthLogic.calculateDistanceToHomeworld(npcPlanet.position, homeworld.position)
npc.difficultyLevel = npcGrowthLogic.calculateDifficultyLevel(npc.distanceToHomeworld)
// 重新初始化NPC实力以匹配新的距离难度系统
npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position)
// 同步NPC星球数据到universeStore
syncNPCPlanetToUniverse(npc)
}
}
})
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcUpdateCounter.value = 0
return
}
// 获取玩家母星用于距离计算
const homeworldForGrowth = gameStore.player.planets.find(p => !p.isMoon)
// 使用累积的时间更新每个NPC基于距离的成长系统
npcStore.npcs.forEach(npc => {
if (homeworldForGrowth) {
npcGrowthLogic.updateNPCGrowthByDistance(npc, homeworldForGrowth.position, npcUpdateCounter.value, gameStore.gameSpeed)
// 同步NPC星球数据到universeStore确保侦查报告显示正确数据
syncNPCPlanetToUniverse(npc)
}
})
// 重置计数器
npcUpdateCounter.value = 0
}
const updateNPCBehavior = (deltaSeconds: number) => {
// 累积时间
npcBehaviorCounter.value += deltaSeconds
// 只在达到更新间隔时才执行
if (npcBehaviorCounter.value < NPC_BEHAVIOR_INTERVAL) {
return
}
// 如果没有NPC直接返回
if (npcStore.npcs.length === 0) {
npcBehaviorCounter.value = 0
return
}
const now = Date.now()
// 合并玩家星球和NPC星球到allPlanetsNPC需要能够侦查和攻击玩家星球
const allPlanets = [...gameStore.player.planets, ...Object.values(universeStore.planets)]
// 计算当前所有正在进行的侦查和攻击任务数量
let activeSpyMissions = 0
let activeAttackMissions = 0
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
npc.fleetMissions.forEach(mission => {
if (mission.status === 'outbound') {
if (mission.missionType === 'spy') {
activeSpyMissions++
} else if (mission.missionType === 'attack') {
activeAttackMissions++
}
}
})
}
})
// 获取并发限制配置
const config = npcBehaviorLogic.calculateDynamicBehavior(gameStore.player.points)
// 更新每个NPC的行为随机顺序避免总是优先处理同一批NPC
const shuffledNpcs = [...npcStore.npcs].sort(() => Math.random() - 0.5)
shuffledNpcs.forEach(npc => {
// 在更新前检查当前并发数如果已达上限则跳过该NPC
npcBehaviorLogic.updateNPCBehaviorWithLimit(npc, gameStore.player, allPlanets, universeStore.debrisFields, now, {
activeSpyMissions,
activeAttackMissions,
config
})
// 重新计算当前并发数(因为可能新增了任务)
activeSpyMissions = 0
activeAttackMissions = 0
npcStore.npcs.forEach(n => {
if (n.fleetMissions) {
n.fleetMissions.forEach(mission => {
if (mission.status === 'outbound') {
if (mission.missionType === 'spy') activeSpyMissions++
else if (mission.missionType === 'attack') activeAttackMissions++
}
})
}
})
// 处理增强NPC行为中立和友好NPC的特殊行为
const relation = npc.relations?.[gameStore.player.id]
if (relation?.status === 'neutral') {
const neutralResult = npcBehaviorLogic.updateNeutralNPCBehavior(npc, npcStore.npcs, gameStore.player, now)
// 处理贸易提议
if (neutralResult.tradeOffer) {
if (!gameStore.player.tradeOffers) {
gameStore.player.tradeOffers = []
}
gameStore.player.tradeOffers.push(neutralResult.tradeOffer)
toast.info(t('npcBehavior.tradeOfferReceived'), {
description: t('npcBehavior.tradeOfferDesc', { npcName: neutralResult.tradeOffer.npcName })
})
}
// 处理态度摇摆
if (neutralResult.swingDirection) {
if (!gameStore.player.attitudeChangeNotifications) {
gameStore.player.attitudeChangeNotifications = []
}
gameStore.player.attitudeChangeNotifications.push({
id: `attitude_${Date.now()}_${npc.id}`,
timestamp: now,
npcId: npc.id,
npcName: npc.name,
previousStatus: 'neutral',
newStatus: neutralResult.swingDirection,
reason: 'attitude_swing',
read: false
})
const statusKey = neutralResult.swingDirection === 'friendly' ? 'npcBehavior.becameFriendly' : 'npcBehavior.becameHostile'
toast.info(t('npcBehavior.attitudeChanged'), {
description: t(statusKey, { npcName: npc.name })
})
}
} else if (relation?.status === 'friendly') {
const friendlyResult = npcBehaviorLogic.updateFriendlyNPCBehavior(npc, npcStore.npcs, gameStore.player, now)
// 处理情报报告
if (friendlyResult.intelReport) {
if (!gameStore.player.intelReports) {
gameStore.player.intelReports = []
}
gameStore.player.intelReports.push(friendlyResult.intelReport)
toast.info(t('npcBehavior.intelReceived'), {
description: t('npcBehavior.intelReceivedDesc', { npcName: friendlyResult.intelReport.fromNpcName })
})
}
// 处理联合攻击邀请
if (friendlyResult.jointAttackInvite) {
if (!gameStore.player.jointAttackInvites) {
gameStore.player.jointAttackInvites = []
}
gameStore.player.jointAttackInvites.push(friendlyResult.jointAttackInvite)
toast.info(t('npcBehavior.jointAttackInvite'), {
description: t('npcBehavior.jointAttackInviteDesc', { npcName: friendlyResult.jointAttackInvite.fromNpcName })
})
}
// 处理资源援助
if (friendlyResult.aidProvided) {
if (!gameStore.player.aidNotifications) {
gameStore.player.aidNotifications = []
}
gameStore.player.aidNotifications.push({
id: `aid_${Date.now()}_${npc.id}`,
timestamp: now,
npcId: npc.id,
npcName: npc.name,
aidResources: friendlyResult.aidProvided,
read: false
})
const totalAid = friendlyResult.aidProvided.metal + friendlyResult.aidProvided.crystal + friendlyResult.aidProvided.deuterium
toast.success(t('npcBehavior.aidReceived'), {
description: t('npcBehavior.aidReceivedDesc', { npcName: npc.name, amount: totalAid.toLocaleString() })
})
}
}
})
npcBehaviorCounter.value = 0
}
// 更新NPC关系统计友好/敌对数量)
const updateNPCRelationStats = () => {
let friendlyCount = 0
let hostileCount = 0
const playerId = gameStore.player.id
npcStore.npcs.forEach(npc => {
const relation = npc.relations?.[playerId]
if (relation) {
const status = diplomaticLogic.calculateRelationStatus(relation.reputation)
if (status === 'friendly') {
friendlyCount++
} else if (status === 'hostile') {
hostileCount++
}
}
})
gameLogic.trackDiplomacyStats(gameStore.player, 'updateRelations', { friendlyCount, hostileCount })
}
// 检查成就解锁
const achievementCheckCounter = ref(0)
const ACHIEVEMENT_CHECK_INTERVAL = 5 // 每5秒检查一次成就
const checkAchievementUnlocks = () => {
achievementCheckCounter.value += 1
// 只在达到更新间隔时才执行
if (achievementCheckCounter.value < ACHIEVEMENT_CHECK_INTERVAL) {
return
}
// 更新NPC关系统计
updateNPCRelationStats()
// 检查并解锁成就
const unlocks = gameLogic.checkAndUnlockAchievements(gameStore.player)
// 显示成就解锁通知(奖励已在 checkAndUnlockAchievements 中应用)
unlocks.forEach(unlock => {
// 显示 toast 通知
// 创建进度引擎(处理成就检查、战役进度、外交清理等低频任务)
progressionEngine = createProgressionEngine({
achievementInterval: 5000, // 每5秒检查成就
campaignInterval: 5000, // 每5秒检查战役进度
diplomacyCleanupInterval: 15000, // 每15秒清理外交数据
onAchievementUnlock: unlock => {
const tierName = t(`achievements.tiers.${unlock.tier}`)
const achievementName = t(`achievements.names.${unlock.id}`)
toast.success(t('achievements.unlocked'), {
description: `${achievementName} (${tierName})`
})
})
achievementCheckCounter.value = 0
}
// 启动游戏循环
const startGameLoop = () => {
if (gameStore.isPaused) return
// 清理旧的定时器
if (gameLoop.value) {
clearInterval(gameLoop.value)
}
// 游戏循环固定为1秒避免高倍速时的卡顿
// gameSpeed 只作用于资源产出和时间消耗的倍率
const interval = 1000
// 启动新的游戏循环
gameLoop.value = setInterval(() => {
updateGame()
}, interval)
}
})
// 创建游戏引擎
gameEngine = createGameEngine({
t,
onTick: async ctx => {
const { profiler } = ctx
// 初始化 ProgressionEngine首次 tick 时)
progressionEngine?.init(ctx)
// 使用 EconomyEngine 处理资源生产和队列完成
profiler.start('tick:economy')
economyEngine?.tick(ctx)
profiler.end('tick:economy')
// 使用 MissionEngine 处理任务(玩家任务到达/返回、NPC任务到达/返回、导弹攻击)
profiler.start('tick:mission')
await missionEngine?.tick(ctx)
profiler.end('tick:mission')
// 使用 NpcEngine 处理NPC成长和行为分片更新
profiler.start('tick:npc')
npcEngine?.tick(ctx)
profiler.end('tick:npc')
// 使用 ProgressionEngine 处理低频任务(成就、战役、外交清理)
profiler.start('tick:progression')
progressionEngine?.tick(ctx)
profiler.end('tick:progression')
},
onPauseChange: paused => {
if (paused) {
stopLoop()
} else {
startLoop()
}
},
notify: (message, type = 'info') => {
toast[type](message)
},
notifyUnlock: handleUnlockNotification
})
// 游戏循环(使用 composable 管理)
// gameSpeed 只作用于资源产出和时间消耗的倍率循环固定为1秒
const { start: startLoop, stop: stopLoop } = useGameLoop((now, deltaMs) => {
gameEngine?.tick(now, deltaMs)
}, 1000)
// 停止游戏循环
const stopGameLoop = () => {
if (gameLoop.value) {
clearInterval(gameLoop.value)
gameLoop.value = null
stopLoop()
}
// 启动游戏循环(带暂停检查)
const startGameLoop = () => {
if (gameEngine?.isPaused()) return
startLoop()
}
// 处理页面可见性变化(解决离线进度问题)
// 当页面隐藏时停止游戏循环,避免浏览器限流期间浪费离线时间
// 当页面恢复可见时,立即处理离线进度并重启游戏循环
const handleVisibilityChange = () => {
if (document.hidden) {
// 页面隐藏,停止游戏循环
// 这样 lastUpdate 不会被更新,离线时间会被保留
stopGameLoop()
if (pointsUpdateInterval.value) {
clearInterval(pointsUpdateInterval.value)
pointsUpdateInterval.value = null
}
} else {
// 页面恢复可见,立即处理离线进度
if (!gameStore.isPaused) {
// 重新启动游戏循环(离线时间的资源累积会在下一次 tick 时自动处理)
startGameLoop()
startPointsUpdate()
}
}
}
@@ -2365,6 +1179,8 @@
gameStore.locale = detectBrowserLocale()
}
await initGame()
// 初始化游戏引擎
gameEngine?.init()
// 启动游戏循环
startGameLoop()
// 启动积分更新定时器
@@ -2376,6 +1192,9 @@
window.addEventListener('cancel-build', handleCancelBuildEvent as EventListener)
window.addEventListener('cancel-research', handleCancelResearchEvent as EventListener)
// 添加页面可见性变化监听(解决离线进度问题)
document.addEventListener('visibilitychange', handleVisibilityChange)
// 首次检查版本(被动检测)
const versionInfo = await checkLatestVersion(gameStore.player.lastVersionCheckTime || 0, (time: number) => {
gameStore.player.lastVersionCheckTime = time
@@ -2440,15 +1259,18 @@
}
})
// 清理定时器
// 清理定时器和游戏引擎
onUnmounted(() => {
if (gameLoop.value) clearInterval(gameLoop.value)
stopGameLoop()
gameEngine?.dispose()
if (pointsUpdateInterval.value) clearInterval(pointsUpdateInterval.value)
if (konamiCleanup.value) konamiCleanup.value()
if (versionCheckInterval.value) clearInterval(versionCheckInterval.value)
// 移除队列取消事件监听
window.removeEventListener('cancel-build', handleCancelBuildEvent as EventListener)
window.removeEventListener('cancel-research', handleCancelResearchEvent as EventListener)
// 移除页面可见性变化监听
document.removeEventListener('visibilitychange', handleVisibilityChange)
// 移除 Android 返回键监听
if (Capacitor.isNativePlatform()) {
CapacitorApp.removeAllListeners()

View File

@@ -0,0 +1,144 @@
<script setup lang="ts">
/**
* 调试面板
* 仅在开发环境显示,用于查看性能数据
*/
import { ref, onMounted, onUnmounted, computed } from 'vue'
import { profiler } from '@/services/profiler'
import { ChevronDown, ChevronUp, Bug, X } from 'lucide-vue-next'
// 是否展开
const expanded = ref(false)
// 是否显示面板
const visible = ref(true)
// 性能数据
const averages = ref<Record<string, number>>({})
// 更新定时器
let updateInterval: ReturnType<typeof setInterval> | null = null
// 是否为开发环境
const isDev = import.meta.env.DEV
// 格式化耗时
const formatTime = (ms: number) => {
if (ms < 1) return `${(ms * 1000).toFixed(0)}μs`
return `${ms.toFixed(2)}ms`
}
// 排序后的性能数据
const sortedAverages = computed(() => {
return Object.entries(averages.value)
.sort((a, b) => b[1] - a[1]) // 按耗时降序
.map(([label, time]) => ({ label, time }))
})
// 总耗时
const totalTime = computed(() => {
return averages.value['tick:total'] ?? 0
})
// 性能状态颜色
const statusColor = computed(() => {
if (totalTime.value > 16) return 'text-red-500' // 超过 16ms低于 60fps
if (totalTime.value > 8) return 'text-yellow-500' // 超过 8ms
return 'text-green-500' // 正常
})
onMounted(() => {
if (!isDev) return
// 每秒更新一次平均值
updateInterval = setInterval(() => {
averages.value = profiler.averages()
}, 1000)
})
onUnmounted(() => {
if (updateInterval) {
clearInterval(updateInterval)
}
})
const toggleExpanded = () => {
expanded.value = !expanded.value
}
const close = () => {
visible.value = false
}
// 键盘快捷键Ctrl+Shift+D 切换显示
const handleKeydown = (e: KeyboardEvent) => {
if (e.ctrlKey && e.shiftKey && e.key === 'D') {
visible.value = !visible.value
}
}
onMounted(() => {
window.addEventListener('keydown', handleKeydown)
})
onUnmounted(() => {
window.removeEventListener('keydown', handleKeydown)
})
</script>
<template>
<div
v-if="isDev && visible"
class="fixed bottom-4 right-4 z-[9999] bg-black/80 text-white text-xs font-mono rounded-lg shadow-lg backdrop-blur-sm border border-white/20"
:class="expanded ? 'w-64' : 'w-auto'"
>
<!-- 标题栏 -->
<div
class="flex items-center justify-between px-3 py-2 cursor-pointer hover:bg-white/10 rounded-t-lg"
@click="toggleExpanded"
>
<div class="flex items-center gap-2">
<Bug class="w-4 h-4" />
<span>Debug</span>
<span :class="statusColor">{{ formatTime(totalTime) }}</span>
</div>
<div class="flex items-center gap-1">
<button
class="p-1 hover:bg-white/20 rounded"
@click.stop="close"
title="关闭 (Ctrl+Shift+D)"
>
<X class="w-3 h-3" />
</button>
<component :is="expanded ? ChevronDown : ChevronUp" class="w-4 h-4" />
</div>
</div>
<!-- 展开内容 -->
<div v-if="expanded" class="px-3 pb-3 space-y-2 max-h-64 overflow-y-auto">
<!-- 性能数据 -->
<div v-if="sortedAverages.length > 0">
<div class="text-white/50 mb-1">平均耗时 (60)</div>
<div
v-for="item in sortedAverages"
:key="item.label"
class="flex justify-between py-0.5 border-b border-white/10 last:border-0"
>
<span class="text-white/70">{{ item.label }}</span>
<span
:class="{
'text-red-400': item.time > 8,
'text-yellow-400': item.time > 4 && item.time <= 8,
'text-green-400': item.time <= 4
}"
>
{{ formatTime(item.time) }}
</span>
</div>
</div>
<div v-else class="text-white/50">等待数据...</div>
<!-- 提示 -->
<div class="text-white/30 text-[10px] pt-2 border-t border-white/10">
Ctrl+Shift+D 切换显示
</div>
</div>
</div>
</template>

View File

@@ -0,0 +1,162 @@
import { ref, onUnmounted } from 'vue'
import { createTimeSource, type TimeSource, type TimeSourceConfig } from '@/services/timeSource'
export type TickFn = (now: number, deltaMs: number) => void
/**
* 追赶模式回调
* @param pendingMs 待追赶的时间(毫秒)
* @param totalCaughtUp 本次追赶的总时间
*/
export type CatchUpFn = (pendingMs: number, totalCaughtUp: number) => void
/**
* 游戏循环配置
*/
export interface GameLoopOptions {
/** tick 间隔(毫秒,默认 1000 */
intervalMs?: number
/** 时间源配置 */
timeSourceConfig?: Partial<TimeSourceConfig>
/** 追赶模式回调 */
onCatchUp?: CatchUpFn
}
/**
* 游戏循环 composable
* 提供可测试、可暂停的定时器管理
* 集成 TimeSource 处理离线/标签页不活跃场景
*/
export const useGameLoop = (tick: TickFn, optionsOrInterval: GameLoopOptions | number = 1000) => {
// 兼容旧版 API直接传入 intervalMs
const options: GameLoopOptions = typeof optionsOrInterval === 'number' ? { intervalMs: optionsOrInterval } : optionsOrInterval
const intervalMs = options.intervalMs ?? 1000
const timerId = ref<ReturnType<typeof setInterval> | null>(null)
const catchUpTimerId = ref<ReturnType<typeof setInterval> | null>(null)
const timeSource: TimeSource = createTimeSource(options.timeSourceConfig)
// 追赶模式状态
const isCatchingUp = ref(false)
const totalCaughtUp = ref(0)
const isRunning = () => timerId.value !== null
/**
* 处理追赶模式
* 在追赶模式下,会以更快的频率处理积压的时间
*/
const processCatchUp = () => {
const pending = timeSource.getPendingCatchUp()
if (pending <= 0) {
// 追赶完成
if (catchUpTimerId.value) {
clearInterval(catchUpTimerId.value)
catchUpTimerId.value = null
}
isCatchingUp.value = false
totalCaughtUp.value = 0
return
}
// 获取追赶配置
const chunkSize = options.timeSourceConfig?.catchUpChunkSize ?? 60000 // 默认 60 秒
const catchUpAmount = Math.min(pending, chunkSize)
// 消耗追赶时间
timeSource.consumeCatchUp(catchUpAmount)
totalCaughtUp.value += catchUpAmount
// 执行追赶 tick使用当前时间但 deltaMs 是追赶时间)
const now = timeSource.now()
tick(now, catchUpAmount)
// 通知追赶进度
options.onCatchUp?.(timeSource.getPendingCatchUp(), totalCaughtUp.value)
}
/**
* 启动追赶模式
*/
const startCatchUp = () => {
if (catchUpTimerId.value) return
isCatchingUp.value = true
totalCaughtUp.value = 0
// 追赶模式使用更快的间隔100ms
catchUpTimerId.value = setInterval(processCatchUp, 100)
}
/**
* 主循环 tick
*/
const mainTick = () => {
const now = timeSource.now()
const deltaMs = timeSource.getDeltaMs(now)
// 执行正常 tick
tick(now, deltaMs)
// 检查是否需要追赶
if (timeSource.needsCatchUp(now) && !isCatchingUp.value) {
startCatchUp()
}
}
const start = () => {
if (timerId.value) {
clearInterval(timerId.value)
}
// 初始化时间源
timeSource.setLastTime(timeSource.now())
timeSource.resetCatchUp()
// 启动主循环
timerId.value = setInterval(mainTick, intervalMs)
}
const stop = () => {
// 停止主循环
if (timerId.value) {
clearInterval(timerId.value)
timerId.value = null
}
// 停止追赶循环
if (catchUpTimerId.value) {
clearInterval(catchUpTimerId.value)
catchUpTimerId.value = null
}
isCatchingUp.value = false
}
/**
* 获取时间源(用于调试或高级用途)
*/
const getTimeSource = () => timeSource
/**
* 检查是否正在追赶
*/
const getIsCatchingUp = () => isCatchingUp.value
/**
* 获取待追赶时间
*/
const getPendingCatchUp = () => timeSource.getPendingCatchUp()
// 组件卸载时自动清理
onUnmounted(() => {
stop()
})
return {
start,
stop,
isRunning,
getTimeSource,
getIsCatchingUp,
getPendingCatchUp
}
}

View File

@@ -981,7 +981,8 @@ export default {
gamePause: 'Spielpause',
gamePauseDesc: 'Spielzeit und Ressourcenproduktion pausieren oder fortsetzen',
battleMode: 'Bis zum Ende kämpfen',
battleModeDesc: 'Wenn aktiviert, dauern Kämpfe bis zu 100 Runden bis ein Sieger feststeht. Wenn deaktiviert, wird der klassische 6-Runden-Modus verwendet',
battleModeDesc:
'Wenn aktiviert, dauern Kämpfe bis zu 100 Runden bis ein Sieger feststeht. Wenn deaktiviert, wird der klassische 6-Runden-Modus verwendet',
pause: 'Pausieren',
resume: 'Fortsetzen',
gamePaused: 'Spiel pausiert',

82
src/logic/dirtyFlags.ts Normal file
View File

@@ -0,0 +1,82 @@
/**
* 脏标志系统
* 用于性能优化,追踪哪些子系统需要处理
* 当标志为 false 时,对应的引擎可以跳过重计算
*/
/**
* 脏标志接口,用于追踪游戏子系统是否需要更新
*/
export interface DirtyFlags {
/** 经济计算需要更新(资源生产、存储) */
economyDirty: boolean
/** 舰队/任务需要处理(有活动任务) */
fleetDirty: boolean
/** NPC行为需要更新 */
npcDirty: boolean
/** 建造/研究队列需要处理 */
queuesDirty: boolean
}
/**
* 创建新的脏标志实例,所有标志设为 true强制初始处理
*/
export const createDirtyFlags = (): DirtyFlags => ({
economyDirty: true,
fleetDirty: true,
npcDirty: true,
queuesDirty: true
})
/**
* 重置所有脏标志为 false干净状态
*/
export const resetDirtyFlags = (flags: DirtyFlags): void => {
flags.economyDirty = false
flags.fleetDirty = false
flags.npcDirty = false
flags.queuesDirty = false
}
/**
* 标记经济为脏(需要重新计算)
* 调用时机:资源变化、建筑完成、星球状态变化
*/
export const markEconomyDirty = (flags: DirtyFlags): void => {
flags.economyDirty = true
}
/**
* 标记舰队为脏(需要处理)
* 调用时机:新任务发送、任务到达、舰队组成变化
*/
export const markFleetDirty = (flags: DirtyFlags): void => {
flags.fleetDirty = true
}
/**
* 标记NPC为脏需要行为更新
* 调用时机NPC状态变化、玩家-NPC交互、基于时间的NPC事件
*/
export const markNpcDirty = (flags: DirtyFlags): void => {
flags.npcDirty = true
}
/**
* 标记队列为脏(需要处理)
* 调用时机:新项目入队、队列项目完成、队列取消
*/
export const markQueuesDirty = (flags: DirtyFlags): void => {
flags.queuesDirty = true
}
/**
* 标记所有标志为脏(强制完整处理)
* 调用时机:游戏加载、重大状态变化、时间跳跃
*/
export const markAllDirty = (flags: DirtyFlags): void => {
flags.economyDirty = true
flags.fleetDirty = true
flags.npcDirty = true
flags.queuesDirty = true
}

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/**
* 任务解析纯函数
* 所有函数都是纯函数:无副作用,相同输入总是产生相同输出
* 便于单元测试和服务端复用
*/
import type { FleetMission, Resources, Fleet, Position, ExpeditionZone } from '@/types/game'
import { MissionType, ShipType } from '@/types/game'
import { SHIPS } from '@/config/gameConfig'
/**
* 任务状态
*/
export type MissionStatus = 'outbound' | 'returning' | 'arrived' | 'completed'
/**
* 任务解析结果
*/
export interface MissionResolution {
/** 新的任务状态 */
newStatus: MissionStatus
/** 是否应该处理到达逻辑 */
shouldProcessArrival: boolean
/** 是否应该处理返回逻辑 */
shouldProcessReturn: boolean
/** 是否任务已完成(可以移除) */
isCompleted: boolean
}
/**
* 飞行时间计算结果
*/
export interface FlightTimeResult {
/** 飞行时间(毫秒) */
flightTimeMs: number
/** 到达时间戳 */
arrivalTime: number
/** 返回时间戳(往返任务) */
returnTime?: number
}
/**
* 掠夺计算结果
*/
export interface PlunderResult {
/** 可掠夺的资源 */
plunderedResources: Resources
/** 实际装载的资源(受运载能力限制) */
loadedResources: Resources
/** 剩余资源 */
remainingResources: Resources
}
/**
* 货舱容量计算结果
*/
export interface CargoCapacityResult {
/** 总货舱容量 */
totalCapacity: number
/** 已使用容量 */
usedCapacity: number
/** 剩余容量 */
remainingCapacity: number
}
/**
* 解析任务当前状态(纯函数)
* 根据当前时间判断任务应该处于什么状态
* @pure
*/
export const resolveMission = (mission: FleetMission, now: number): MissionResolution => {
const { status, arrivalTime, returnTime } = mission
// 出发中 -> 检查是否到达
if (status === 'outbound') {
if (now >= arrivalTime) {
return {
newStatus: 'returning',
shouldProcessArrival: true,
shouldProcessReturn: false,
isCompleted: false
}
}
return {
newStatus: 'outbound',
shouldProcessArrival: false,
shouldProcessReturn: false,
isCompleted: false
}
}
// 返回中 -> 检查是否返回母星
if (status === 'returning') {
if (returnTime && now >= returnTime) {
return {
newStatus: 'completed',
shouldProcessArrival: false,
shouldProcessReturn: true,
isCompleted: true
}
}
return {
newStatus: 'returning',
shouldProcessArrival: false,
shouldProcessReturn: false,
isCompleted: false
}
}
// 已完成
return {
newStatus: 'completed',
shouldProcessArrival: false,
shouldProcessReturn: false,
isCompleted: true
}
}
/**
* 计算两点间距离(纯函数)
* @pure
*/
export const calcDistance = (from: Position, to: Position): number => {
// 同一星球
if (from.galaxy === to.galaxy && from.system === to.system && from.position === to.position) {
return 5
}
// 同一星系
if (from.galaxy === to.galaxy && from.system === to.system) {
return 1000 + 5 * Math.abs(from.position - to.position)
}
// 同一银河
if (from.galaxy === to.galaxy) {
return 2700 + 95 * Math.abs(from.system - to.system)
}
// 不同银河
return 20000 * Math.abs(from.galaxy - to.galaxy)
}
/**
* 计算舰队最慢速度(纯函数)
* @pure
*/
export const calcFleetMinSpeed = (fleet: Partial<Fleet>): number => {
let minSpeed = Number.MAX_SAFE_INTEGER
for (const [shipType, count] of Object.entries(fleet)) {
if (count && count > 0) {
const config = SHIPS[shipType as ShipType]
if (config && config.speed < minSpeed) {
minSpeed = config.speed
}
}
}
return minSpeed === Number.MAX_SAFE_INTEGER ? 0 : minSpeed
}
/**
* 计算飞行时间(纯函数)
* @pure
*/
export const calcFlightTime = (from: Position, to: Position, fleet: Partial<Fleet>, speedMultiplier: number = 1): number => {
const distance = calcDistance(from, to)
const minSpeed = calcFleetMinSpeed(fleet)
if (minSpeed === 0) return 0
// 飞行时间公式:(10 + 35000 / speedMultiplier * sqrt(distance * 10 / minSpeed))
const baseTime = 10 + (35000 / speedMultiplier) * Math.sqrt((distance * 10) / minSpeed)
return Math.round(baseTime)
}
/**
* 计算完整飞行时间结果(纯函数)
* @pure
*/
export const calcFlightTimeResult = (
from: Position,
to: Position,
fleet: Partial<Fleet>,
departureTime: number,
speedMultiplier: number = 1,
isOneWay: boolean = false
): FlightTimeResult => {
const flightTimeSeconds = calcFlightTime(from, to, fleet, speedMultiplier)
const flightTimeMs = flightTimeSeconds * 1000
const arrivalTime = departureTime + flightTimeMs
return {
flightTimeMs,
arrivalTime,
returnTime: isOneWay ? undefined : arrivalTime + flightTimeMs
}
}
/**
* 计算舰队货舱容量(纯函数)
* @pure
*/
export const calcCargoCapacity = (fleet: Partial<Fleet>, currentCargo?: Resources): CargoCapacityResult => {
let totalCapacity = 0
for (const [shipType, count] of Object.entries(fleet)) {
if (count && count > 0) {
const config = SHIPS[shipType as ShipType]
if (config) {
totalCapacity += config.cargoCapacity * count
}
}
}
const usedCapacity = currentCargo ? currentCargo.metal + currentCargo.crystal + currentCargo.deuterium + currentCargo.darkMatter : 0
return {
totalCapacity,
usedCapacity,
remainingCapacity: Math.max(0, totalCapacity - usedCapacity)
}
}
/**
* 计算掠夺资源(纯函数)
* @pure
*/
export const calcPlunder = (defenderResources: Resources, attackerFleet: Partial<Fleet>, plunderRatio: number = 0.5): PlunderResult => {
const { totalCapacity } = calcCargoCapacity(attackerFleet)
// 可掠夺的资源(防守方资源的一定比例)
const availableMetal = Math.floor(defenderResources.metal * plunderRatio)
const availableCrystal = Math.floor(defenderResources.crystal * plunderRatio)
const availableDeuterium = Math.floor(defenderResources.deuterium * plunderRatio)
const availableDarkMatter = Math.floor(defenderResources.darkMatter * plunderRatio)
const totalAvailable = availableMetal + availableCrystal + availableDeuterium + availableDarkMatter
// 如果货舱容量足够,全部装载
if (totalCapacity >= totalAvailable) {
const plunderedResources: Resources = {
metal: availableMetal,
crystal: availableCrystal,
deuterium: availableDeuterium,
darkMatter: availableDarkMatter,
energy: 0
}
return {
plunderedResources,
loadedResources: { ...plunderedResources },
remainingResources: {
metal: defenderResources.metal - availableMetal,
crystal: defenderResources.crystal - availableCrystal,
deuterium: defenderResources.deuterium - availableDeuterium,
darkMatter: defenderResources.darkMatter - availableDarkMatter,
energy: defenderResources.energy
}
}
}
// 按比例分配货舱容量
const ratio = totalCapacity / totalAvailable
const loadedMetal = Math.floor(availableMetal * ratio)
const loadedCrystal = Math.floor(availableCrystal * ratio)
const loadedDeuterium = Math.floor(availableDeuterium * ratio)
const loadedDarkMatter = Math.floor(availableDarkMatter * ratio)
return {
plunderedResources: {
metal: availableMetal,
crystal: availableCrystal,
deuterium: availableDeuterium,
darkMatter: availableDarkMatter,
energy: 0
},
loadedResources: {
metal: loadedMetal,
crystal: loadedCrystal,
deuterium: loadedDeuterium,
darkMatter: loadedDarkMatter,
energy: 0
},
remainingResources: {
metal: defenderResources.metal - loadedMetal,
crystal: defenderResources.crystal - loadedCrystal,
deuterium: defenderResources.deuterium - loadedDeuterium,
darkMatter: defenderResources.darkMatter - loadedDarkMatter,
energy: defenderResources.energy
}
}
}
/**
* 计算燃料消耗(纯函数)
* @pure
*/
export const calcFuelConsumption = (fleet: Partial<Fleet>, distance: number, holdTime: number = 0): number => {
let totalConsumption = 0
for (const [shipType, count] of Object.entries(fleet)) {
if (count && count > 0) {
const config = SHIPS[shipType as ShipType]
if (config) {
// 基础燃料消耗
const baseFuel = config.fuelConsumption || 0
// 距离因子
const distanceFactor = 1 + distance / 35000
// 单艘船消耗
const shipFuel = Math.ceil(baseFuel * distanceFactor * count)
totalConsumption += shipFuel
}
}
}
// 驻留时间额外消耗
if (holdTime > 0) {
totalConsumption += Math.ceil(totalConsumption * holdTime * 0.1)
}
return totalConsumption
}
/**
* 检查是否可以执行任务(纯函数)
* @pure
*/
export const canExecuteMission = (
missionType: MissionType,
fleet: Partial<Fleet>,
resources: Resources,
fuelRequired: number
): { canExecute: boolean; reason?: string } => {
// 检查舰队是否为空
const totalShips = Object.values(fleet).reduce((sum, count) => sum + (count || 0), 0)
if (totalShips === 0) {
return { canExecute: false, reason: 'noShips' }
}
// 检查燃料是否足够
if (resources.deuterium < fuelRequired) {
return { canExecute: false, reason: 'insufficientFuel' }
}
// 殖民任务需要殖民船
if (missionType === MissionType.Colonize) {
const colonyShipCount = fleet[ShipType.ColonyShip] ?? 0
if (colonyShipCount < 1) {
return { canExecute: false, reason: 'noColonyShip' }
}
}
// 侦查任务需要探测器
if (missionType === MissionType.Spy) {
const probeCount = fleet[ShipType.EspionageProbe] ?? 0
if (probeCount < 1) {
return { canExecute: false, reason: 'noSpyProbe' }
}
}
// 回收任务需要回收船
if (missionType === MissionType.Recycle) {
const recyclerCount = fleet[ShipType.Recycler] ?? 0
if (recyclerCount < 1) {
return { canExecute: false, reason: 'noRecycler' }
}
}
return { canExecute: true }
}
/**
* 创建任务对象(纯函数)
* @pure
*/
export const createMission = (
playerId: string,
originPlanetId: string,
targetPosition: Position,
missionType: MissionType,
fleet: Partial<Fleet>,
cargo: Resources,
departureTime: number,
flightTimeMs: number,
options?: {
targetPlanetId?: string
targetIsMoon?: boolean
isGift?: boolean
giftTargetNpcId?: string
expeditionZone?: ExpeditionZone
}
): FleetMission => {
const arrivalTime = departureTime + flightTimeMs
const returnTime = arrivalTime + flightTimeMs
return {
id: `mission-${departureTime}-${Math.random().toString(36).substr(2, 9)}`,
playerId,
originPlanetId,
targetPosition,
targetPlanetId: options?.targetPlanetId,
targetIsMoon: options?.targetIsMoon,
missionType,
fleet: { ...fleet },
cargo: { ...cargo },
departureTime,
arrivalTime,
returnTime,
status: 'outbound',
isGift: options?.isGift,
giftTargetNpcId: options?.giftTargetNpcId,
expeditionZone: options?.expeditionZone
}
}
/**
* 计算任务剩余时间(纯函数)
* @pure
*/
export const calcMissionRemainingTime = (mission: FleetMission, now: number): number => {
if (mission.status === 'outbound') {
return Math.max(0, mission.arrivalTime - now)
}
if (mission.status === 'returning' && mission.returnTime) {
return Math.max(0, mission.returnTime - now)
}
return 0
}
/**
* 计算召回任务的新返回时间(纯函数)
* @pure
*/
export const calcRecallReturnTime = (mission: FleetMission, now: number): number => {
if (mission.status !== 'outbound') {
return mission.returnTime || now
}
// 计算已经飞行的时间
const flownTime = now - mission.departureTime
// 返回时间 = 当前时间 + 已飞行时间
return now + flownTime
}

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/**
* 生产计算纯函数
* 所有函数都是纯函数:无副作用,相同输入总是产生相同输出
* 便于单元测试和服务端复用
*/
import type { Planet, Resources } from '@/types/game'
import { BuildingType } from '@/types/game'
/**
* 生产加成配置
*/
export interface ProductionBonuses {
/** 能量生产加成百分比 */
energyProductionBonus: number
/** 存储容量加成百分比 */
storageCapacityBonus: number
/** 资源速度倍率 */
resourceSpeed: number
}
/**
* 科技加成配置
*/
export interface TechBonuses {
/** 金属采矿研究等级 */
mineralResearchLevel: number
/** 晶体采矿研究等级 */
crystalResearchLevel: number
/** 燃料研究等级 */
fuelResearchLevel: number
}
/**
* 生产计算结果
*/
export interface ProductionResult {
/** 资源生产量(每秒) */
production: Resources
/** 能量生产量 */
energyProduction: number
/** 能量消耗量 */
energyConsumption: number
/** 能量比率0-1 */
energyRatio: number
/** 存储容量 */
capacity: Resources
}
// 基础配置常量
const BASE_ENERGY_PRODUCTION = 0
const BASE_METAL_PRODUCTION = 10
const BASE_CRYSTAL_PRODUCTION = 5
const BASE_DEUTERIUM_PRODUCTION = 0
const BASE_STORAGE_CAPACITY = 10000
const STORAGE_CAPACITY_FACTOR = 2
const RESEARCH_PRODUCTION_BONUS_PER_LEVEL = 0.02
// 能量生产配置
const SOLAR_PLANT_BASE = 50
const SOLAR_PLANT_FACTOR = 1.1
const FUSION_REACTOR_BASE = 150
const FUSION_REACTOR_FACTOR = 1.15
// 能量消耗配置
const METAL_MINE_ENERGY_BASE = 10
const METAL_MINE_ENERGY_FACTOR = 1.1
const CRYSTAL_MINE_ENERGY_BASE = 10
const CRYSTAL_MINE_ENERGY_FACTOR = 1.1
const DEUTERIUM_SYNTH_ENERGY_BASE = 15
const DEUTERIUM_SYNTH_ENERGY_FACTOR = 1.1
// 资源生产配置(每小时)
const METAL_MINE_PRODUCTION_BASE = 30
const METAL_MINE_PRODUCTION_FACTOR = 1.1
const CRYSTAL_MINE_PRODUCTION_BASE = 20
const CRYSTAL_MINE_PRODUCTION_FACTOR = 1.1
const DEUTERIUM_SYNTH_PRODUCTION_BASE = 10
const DEUTERIUM_SYNTH_PRODUCTION_FACTOR = 1.1
// 核聚变反应堆重氢消耗
const FUSION_DEUTERIUM_BASE = 10
const FUSION_DEUTERIUM_FACTOR = 1.1
/**
* 计算科技生产加成
* @pure
*/
export const calcTechProductionBonus = (
mineralResearchLevel: number = 0,
crystalResearchLevel: number = 0,
fuelResearchLevel: number = 0
): { metalBonus: number; crystalBonus: number; deuteriumBonus: number } => {
return {
metalBonus: mineralResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL,
crystalBonus: crystalResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL,
deuteriumBonus: fuelResearchLevel * RESEARCH_PRODUCTION_BONUS_PER_LEVEL
}
}
/**
* 计算能量生产(纯函数)
* @pure
*/
export const calcEnergyProduction = (planet: Planet, energyProductionBonus: number = 0): number => {
let totalEnergy = BASE_ENERGY_PRODUCTION
// 太阳能电站
const solarPlantLevel = planet.buildings[BuildingType.SolarPlant] || 0
if (solarPlantLevel > 0) {
totalEnergy += Math.floor(SOLAR_PLANT_BASE * solarPlantLevel * Math.pow(SOLAR_PLANT_FACTOR, solarPlantLevel))
}
// 核聚变反应堆
const fusionReactorLevel = planet.buildings[BuildingType.FusionReactor] || 0
if (fusionReactorLevel > 0) {
totalEnergy += Math.floor(FUSION_REACTOR_BASE * fusionReactorLevel * Math.pow(FUSION_REACTOR_FACTOR, fusionReactorLevel))
}
// 应用加成
return Math.floor(totalEnergy * (1 + energyProductionBonus))
}
/**
* 计算能量消耗(纯函数)
* @pure
*/
export const calcEnergyConsumption = (planet: Planet): number => {
let totalConsumption = 0
// 金属矿
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
if (metalMineLevel > 0) {
totalConsumption += Math.floor(METAL_MINE_ENERGY_BASE * metalMineLevel * Math.pow(METAL_MINE_ENERGY_FACTOR, metalMineLevel))
}
// 晶体矿
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
if (crystalMineLevel > 0) {
totalConsumption += Math.floor(CRYSTAL_MINE_ENERGY_BASE * crystalMineLevel * Math.pow(CRYSTAL_MINE_ENERGY_FACTOR, crystalMineLevel))
}
// 重氢合成器
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0
if (deuteriumSynthesizerLevel > 0) {
totalConsumption += Math.floor(
DEUTERIUM_SYNTH_ENERGY_BASE * deuteriumSynthesizerLevel * Math.pow(DEUTERIUM_SYNTH_ENERGY_FACTOR, deuteriumSynthesizerLevel)
)
}
return totalConsumption
}
/**
* 计算资源生产量(纯函数)
* @pure
* @param planet 星球状态
* @param energyRatio 能量比率0-1
* @param techBonuses 科技加成
* @returns 每秒资源生产量
*/
export const calcResourceProduction = (planet: Planet, energyRatio: number, techBonuses?: TechBonuses): Resources => {
const effectiveRatio = Math.min(1, Math.max(0, energyRatio))
const bonuses = techBonuses
? calcTechProductionBonus(techBonuses.mineralResearchLevel, techBonuses.crystalResearchLevel, techBonuses.fuelResearchLevel)
: { metalBonus: 0, crystalBonus: 0, deuteriumBonus: 0 }
// 金属生产
let metalProduction = BASE_METAL_PRODUCTION
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
if (metalMineLevel > 0) {
metalProduction += Math.floor(
METAL_MINE_PRODUCTION_BASE * metalMineLevel * Math.pow(METAL_MINE_PRODUCTION_FACTOR, metalMineLevel) * effectiveRatio
)
}
metalProduction = Math.floor(metalProduction * (1 + bonuses.metalBonus))
// 晶体生产
let crystalProduction = BASE_CRYSTAL_PRODUCTION
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
if (crystalMineLevel > 0) {
crystalProduction += Math.floor(
CRYSTAL_MINE_PRODUCTION_BASE * crystalMineLevel * Math.pow(CRYSTAL_MINE_PRODUCTION_FACTOR, crystalMineLevel) * effectiveRatio
)
}
crystalProduction = Math.floor(crystalProduction * (1 + bonuses.crystalBonus))
// 重氢生产
let deuteriumProduction = BASE_DEUTERIUM_PRODUCTION
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0
if (deuteriumSynthesizerLevel > 0) {
// 重氢生产受温度影响
const tempModifier = planet.temperature ? 1.28 - 0.002 * planet.temperature.max : 1
deuteriumProduction += Math.floor(
DEUTERIUM_SYNTH_PRODUCTION_BASE *
deuteriumSynthesizerLevel *
Math.pow(DEUTERIUM_SYNTH_PRODUCTION_FACTOR, deuteriumSynthesizerLevel) *
effectiveRatio *
tempModifier
)
}
// 核聚变反应堆消耗重氢
const fusionReactorLevel = planet.buildings[BuildingType.FusionReactor] || 0
if (fusionReactorLevel > 0) {
deuteriumProduction -= Math.floor(FUSION_DEUTERIUM_BASE * fusionReactorLevel * Math.pow(FUSION_DEUTERIUM_FACTOR, fusionReactorLevel))
}
deuteriumProduction = Math.floor(deuteriumProduction * (1 + bonuses.deuteriumBonus))
return {
metal: metalProduction,
crystal: crystalProduction,
deuterium: deuteriumProduction,
darkMatter: 0,
energy: 0
}
}
/**
* 计算存储容量(纯函数)
* @pure
*/
export const calcStorageCapacity = (planet: Planet, storageCapacityBonus: number = 0): Resources => {
const baseCapacity = BASE_STORAGE_CAPACITY
const bonusMultiplier = 1 + storageCapacityBonus
// 金属仓库
const metalStorageLevel = planet.buildings[BuildingType.MetalStorage] || 0
const metalCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, metalStorageLevel) * bonusMultiplier)
// 晶体仓库
const crystalStorageLevel = planet.buildings[BuildingType.CrystalStorage] || 0
const crystalCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, crystalStorageLevel) * bonusMultiplier)
// 重氢储罐
const deuteriumTankLevel = planet.buildings[BuildingType.DeuteriumTank] || 0
const deuteriumCapacity = Math.floor(baseCapacity * Math.pow(STORAGE_CAPACITY_FACTOR, deuteriumTankLevel) * bonusMultiplier)
return {
metal: metalCapacity,
crystal: crystalCapacity,
deuterium: deuteriumCapacity,
darkMatter: Number.MAX_SAFE_INTEGER,
energy: 0
}
}
/**
* 计算完整的生产数据(纯函数)
* 这是主要的入口函数,聚合所有生产计算
* @pure
*/
export const calcProduction = (planet: Planet, bonuses: ProductionBonuses, techBonuses?: TechBonuses): ProductionResult => {
const energyProduction = calcEnergyProduction(planet, bonuses.energyProductionBonus)
const energyConsumption = calcEnergyConsumption(planet)
const energyRatio = energyConsumption > 0 ? Math.min(1, energyProduction / energyConsumption) : 1
const capacity = calcStorageCapacity(planet, bonuses.storageCapacityBonus)
// 计算每秒生产量
const productionPerSecond = calcResourceProduction(planet, energyRatio, techBonuses)
// 应用资源速度倍率
const production: Resources = {
metal: Math.floor(productionPerSecond.metal * bonuses.resourceSpeed),
crystal: Math.floor(productionPerSecond.crystal * bonuses.resourceSpeed),
deuterium: Math.floor(productionPerSecond.deuterium * bonuses.resourceSpeed),
darkMatter: 0,
energy: 0
}
return {
production,
energyProduction,
energyConsumption,
energyRatio,
capacity
}
}
/**
* 计算时间段内的资源生产(纯函数)
* @pure
* @param planet 星球
* @param deltaMs 时间间隔(毫秒)
* @param bonuses 加成配置
* @param techBonuses 科技加成
* @returns 时间段内生产的资源量
*/
export const calcProductionForPeriod = (
planet: Planet,
deltaMs: number,
bonuses: ProductionBonuses,
techBonuses?: TechBonuses
): Resources => {
const productionData = calcProduction(planet, bonuses, techBonuses)
const seconds = deltaMs / 1000
return {
metal: Math.floor(productionData.production.metal * seconds),
crystal: Math.floor(productionData.production.crystal * seconds),
deuterium: Math.floor(productionData.production.deuterium * seconds),
darkMatter: 0,
energy: 0
}
}
/**
* 应用资源生产到星球(纯函数,返回新的资源状态)
* @pure
* @param currentResources 当前资源
* @param produced 生产的资源
* @param capacity 存储容量
* @returns 新的资源状态和溢出量
*/
export const applyProduction = (
currentResources: Resources,
produced: Resources,
capacity: Resources
): { newResources: Resources; overflow: Resources } => {
const newMetal = currentResources.metal + produced.metal
const newCrystal = currentResources.crystal + produced.crystal
const newDeuterium = currentResources.deuterium + produced.deuterium
const clampedMetal = Math.min(newMetal, capacity.metal)
const clampedCrystal = Math.min(newCrystal, capacity.crystal)
const clampedDeuterium = Math.min(newDeuterium, capacity.deuterium)
return {
newResources: {
metal: clampedMetal,
crystal: clampedCrystal,
deuterium: clampedDeuterium,
darkMatter: currentResources.darkMatter + produced.darkMatter,
energy: currentResources.energy
},
overflow: {
metal: Math.max(0, newMetal - capacity.metal),
crystal: Math.max(0, newCrystal - capacity.crystal),
deuterium: Math.max(0, newDeuterium - capacity.deuterium),
darkMatter: 0,
energy: 0
}
}
}

332
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/**
* 队列处理纯函数
* 所有函数都是纯函数:无副作用,相同输入总是产生相同输出
* 便于单元测试和服务端复用
*/
import type { BuildQueueItem, Fleet } from '@/types/game'
import { BuildingType, TechnologyType, ShipType, DefenseType } from '@/types/game'
import { BUILDINGS, TECHNOLOGIES, SHIPS, DEFENSES } from '@/config/gameConfig'
/**
* 队列检查结果
*/
export interface QueueCheckResult {
/** 已完成的项目 */
completedItems: BuildQueueItem[]
/** 剩余的队列项目 */
remainingItems: BuildQueueItem[]
}
/**
* 建筑完成结果
*/
export interface BuildingCompletionResult {
/** 新的建筑等级 */
newBuildings: Record<string, number>
/** 完成的建筑列表 */
completed: Array<{ type: BuildingType; level: number }>
}
/**
* 研究完成结果
*/
export interface ResearchCompletionResult {
/** 新的科技等级 */
newTechnologies: Record<string, number>
/** 完成的研究列表 */
completed: Array<{ type: TechnologyType; level: number }>
}
/**
* 船厂完成结果
*/
export interface ShipyardCompletionResult {
/** 新的舰队 */
newFleet: Partial<Fleet>
/** 完成的船只列表 */
completed: Array<{ type: ShipType; count: number }>
}
/**
* 防御完成结果
*/
export interface DefenseCompletionResult {
/** 新的防御设施 */
newDefense: Partial<Record<DefenseType, number>>
/** 完成的防御列表 */
completed: Array<{ type: DefenseType; count: number }>
}
/**
* 检查队列中已完成的项目(纯函数)
* @pure
*/
export const checkQueueCompletion = (queue: BuildQueueItem[], now: number): QueueCheckResult => {
const completedItems: BuildQueueItem[] = []
const remainingItems: BuildQueueItem[] = []
for (const item of queue) {
if (item.endTime && item.endTime <= now) {
completedItems.push(item)
} else {
remainingItems.push(item)
}
}
return { completedItems, remainingItems }
}
/**
* 应用建筑队列完成(纯函数)
* @pure
* @returns 新的建筑状态和完成列表
*/
export const applyBuildingCompletion = (
currentBuildings: Record<string, number>,
completedItems: BuildQueueItem[]
): BuildingCompletionResult => {
const newBuildings = { ...currentBuildings }
const completed: Array<{ type: BuildingType; level: number }> = []
for (const item of completedItems) {
// 检查 type 是 'building' 或 'demolish' 且 itemType 是 BuildingType
if ((item.type === 'building' || item.type === 'demolish') && item.itemType in BuildingType) {
const buildingType = item.itemType as BuildingType
const currentLevel = newBuildings[buildingType] || 0
if (item.type === 'demolish') {
// 拆除等级减1
newBuildings[buildingType] = Math.max(0, currentLevel - 1)
} else {
// 建造等级加1 或设置为目标等级
newBuildings[buildingType] = item.targetLevel ?? currentLevel + 1
}
completed.push({ type: buildingType, level: newBuildings[buildingType] })
}
}
return { newBuildings, completed }
}
/**
* 应用研究队列完成(纯函数)
* @pure
* @returns 新的科技状态和完成列表
*/
export const applyResearchCompletion = (
currentTechnologies: Record<string, number>,
completedItems: BuildQueueItem[]
): ResearchCompletionResult => {
const newTechnologies = { ...currentTechnologies }
const completed: Array<{ type: TechnologyType; level: number }> = []
for (const item of completedItems) {
if (item.type === 'technology' && item.itemType in TechnologyType) {
const techType = item.itemType as TechnologyType
const currentLevel = newTechnologies[techType] || 0
newTechnologies[techType] = item.targetLevel ?? currentLevel + 1
completed.push({ type: techType, level: newTechnologies[techType] })
}
}
return { newTechnologies, completed }
}
/**
* 应用船厂队列完成(纯函数)
* @pure
* @returns 新的舰队状态和完成列表
*/
export const applyShipyardCompletion = (currentFleet: Partial<Fleet>, completedItems: BuildQueueItem[]): ShipyardCompletionResult => {
const newFleet = { ...currentFleet }
const completed: Array<{ type: ShipType; count: number }> = []
for (const item of completedItems) {
if (item.type === 'ship' && item.itemType in ShipType) {
const shipType = item.itemType as ShipType
const currentCount = newFleet[shipType] || 0
const addCount = item.quantity || 1
newFleet[shipType] = currentCount + addCount
completed.push({ type: shipType, count: addCount })
}
}
return { newFleet, completed }
}
/**
* 应用防御队列完成(纯函数)
* @pure
* @returns 新的防御状态和完成列表
*/
export const applyDefenseCompletion = (
currentDefense: Partial<Record<DefenseType, number>>,
completedItems: BuildQueueItem[]
): DefenseCompletionResult => {
const newDefense = { ...currentDefense }
const completed: Array<{ type: DefenseType; count: number }> = []
for (const item of completedItems) {
if (item.type === 'defense' && item.itemType in DefenseType) {
const defenseType = item.itemType as DefenseType
const currentCount = newDefense[defenseType] || 0
const addCount = item.quantity || 1
newDefense[defenseType] = currentCount + addCount
completed.push({ type: defenseType, count: addCount })
}
}
return { newDefense, completed }
}
/**
* 计算建筑建造时间(纯函数)
* @pure
*/
export const calcBuildingTime = (
buildingType: BuildingType,
level: number,
roboticsFactoryLevel: number = 0,
naniteFactoryLevel: number = 0,
gameSpeed: number = 1
): number => {
const config = BUILDINGS[buildingType]
if (!config) return 0
const baseCost = config.baseCost
const metalCost = baseCost.metal * Math.pow(config.costMultiplier, level - 1)
const crystalCost = baseCost.crystal * Math.pow(config.costMultiplier, level - 1)
// 基础建造时间(秒)
const baseTime = ((metalCost + crystalCost) / 2500) * 3600
// 机器人工厂加成
const roboticsBonus = 1 + roboticsFactoryLevel
// 纳米机器人工厂加成
const naniteBonus = Math.pow(2, naniteFactoryLevel)
// 最终时间
return Math.max(1, Math.floor(baseTime / (roboticsBonus * naniteBonus * gameSpeed)))
}
/**
* 计算研究时间(纯函数)
* @pure
*/
export const calcResearchTime = (techType: TechnologyType, level: number, researchLabLevel: number = 0, gameSpeed: number = 1): number => {
const config = TECHNOLOGIES[techType]
if (!config) return 0
const baseCost = config.baseCost
const metalCost = baseCost.metal * Math.pow(config.costMultiplier, level - 1)
const crystalCost = baseCost.crystal * Math.pow(config.costMultiplier, level - 1)
// 基础研究时间(秒)
const baseTime = ((metalCost + crystalCost) / 1000) * 3600
// 研究实验室加成
const labBonus = 1 + researchLabLevel
// 最终时间
return Math.max(1, Math.floor(baseTime / (labBonus * gameSpeed)))
}
/**
* 计算船只建造时间(纯函数)
* @pure
*/
export const calcShipBuildTime = (
shipType: ShipType,
count: number,
shipyardLevel: number = 0,
naniteFactoryLevel: number = 0,
gameSpeed: number = 1
): number => {
const config = SHIPS[shipType]
if (!config) return 0
const { metal, crystal } = config.cost
// 单艘船基础建造时间(秒)
const baseTime = ((metal + crystal) / 2500) * 3600
// 船厂加成
const shipyardBonus = 1 + shipyardLevel
// 纳米机器人工厂加成
const naniteBonus = Math.pow(2, naniteFactoryLevel)
// 单艘船最终时间
const singleShipTime = Math.max(1, Math.floor(baseTime / (shipyardBonus * naniteBonus * gameSpeed)))
return singleShipTime * count
}
/**
* 计算防御建造时间(纯函数)
* @pure
*/
export const calcDefenseBuildTime = (
defenseType: DefenseType,
count: number,
shipyardLevel: number = 0,
naniteFactoryLevel: number = 0,
gameSpeed: number = 1
): number => {
const config = DEFENSES[defenseType]
if (!config) return 0
const { metal, crystal } = config.cost
// 单个防御基础建造时间(秒)
const baseTime = ((metal + crystal) / 2500) * 3600
// 船厂加成
const shipyardBonus = 1 + shipyardLevel
// 纳米机器人工厂加成
const naniteBonus = Math.pow(2, naniteFactoryLevel)
// 单个防御最终时间
const singleDefenseTime = Math.max(1, Math.floor(baseTime / (shipyardBonus * naniteBonus * gameSpeed)))
return singleDefenseTime * count
}
/**
* 检查是否可以开始下一个队列项(纯函数)
* @pure
*/
export const canStartNextQueueItem = (queue: BuildQueueItem[], now: number): boolean => {
if (queue.length === 0) return false
const firstItem = queue[0]
if (!firstItem) return false
// 如果第一个项目还没有开始时间,可以开始
if (!firstItem.startTime) return true
// 如果第一个项目已经完成,可以开始下一个
if (firstItem.endTime && firstItem.endTime <= now) return true
return false
}
/**
* 计算队列总剩余时间(纯函数)
* @pure
*/
export const calcQueueRemainingTime = (queue: BuildQueueItem[], now: number): number => {
if (queue.length === 0) return 0
let totalTime = 0
for (const item of queue) {
if (item.endTime) {
const remaining = Math.max(0, item.endTime - now)
totalTime += remaining
}
}
return totalTime
}

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import type { TickContext } from './tickContext'
import type { UnlockedItem } from '@/logic/unlockLogic'
import * as gameLogic from '@/logic/gameLogic'
import { markEconomyDirty, markQueuesDirty } from '@/logic/dirtyFlags'
export interface EconomyEngine {
/** 每 tick 调用,处理资源生产和队列完成 */
tick(ctx: TickContext): void
}
export interface EconomyEngineOptions {
/** 完成回调(建筑/科技/船舰/防御) */
onNotification?: (type: string, itemType: string, level?: number) => void
/** 解锁回调 */
onUnlock?: (unlockedItems: UnlockedItem[]) => void
}
/**
* 创建经济引擎
* 负责资源生产、建筑队列、研究队列、等待队列的处理
*/
export const createEconomyEngine = (options: EconomyEngineOptions = {}): EconomyEngine => {
/**
* 主 tick 函数
* 处理资源生产、队列完成
*/
const tick = (ctx: TickContext) => {
const { gameStore, now, dirtyFlags } = ctx
// 记录队列长度以检测完成
const prevResearchQueueLen = gameStore.player.researchQueue.length
const prevBuildQueueLens = gameStore.player.planets.map(p => p.buildQueue.length)
// 检查军官过期
gameLogic.checkOfficersExpiration(gameStore.player.officers, now)
// 处理游戏更新(资源生产、建造队列、研究队列、等待队列)
const result = gameLogic.processGameUpdate(gameStore.player, now, gameStore.gameSpeed, options.onNotification, options.onUnlock)
// 更新研究队列processGameUpdate 内部已处理,但需要同步到 store
gameStore.player.researchQueue = result.updatedResearchQueue
// 检测是否有队列完成(通过长度变化)
const researchCompleted = result.updatedResearchQueue.length < prevResearchQueueLen
const buildingCompleted = gameStore.player.planets.some((p, i) => p.buildQueue.length < (prevBuildQueueLens[i] ?? 0))
// 如果有队列完成,标记相关标志
if (researchCompleted || buildingCompleted) {
markEconomyDirty(dirtyFlags) // 建筑/研究完成可能影响资源生产
markQueuesDirty(dirtyFlags) // 队列状态已改变
}
}
return {
tick
}
}

156
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import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import { useNPCStore } from '@/stores/npcStore'
import { createDirtyFlags, type DirtyFlags } from '@/logic/dirtyFlags'
import { createTickContext, type TickContext, type TranslateFn, type NotifyFn, type NotifyUnlockFn } from './tickContext'
import { profiler } from './profiler'
export interface GameEngine {
/** 初始化引擎(加载/保存钩子等) */
init(): void
/** 每帧更新 */
tick(now: number, deltaMs: number): void
/** 暂停游戏 */
pause(): void
/** 恢复游戏 */
resume(): void
/** 清理资源 */
dispose(): void
/** 是否已暂停 */
isPaused(): boolean
}
export interface GameEngineOptions {
/** 国际化函数 */
t: TranslateFn
/** 自定义 tick 处理函数(用于渐进式迁移,接收 TickContext */
onTick?: (ctx: TickContext) => void | Promise<void>
/** 暂停状态变化回调 */
onPauseChange?: (paused: boolean) => void
/** 通知回调 */
notify?: NotifyFn
/** 解锁通知回调 */
notifyUnlock?: NotifyUnlockFn
}
/**
* 创建游戏引擎
* 作为游戏逻辑的中心协调器,管理所有"每帧发生的事情"
*/
export const createGameEngine = (options: GameEngineOptions): GameEngine => {
let initialized = false
let disposed = false
// 获取 stores延迟初始化确保 Pinia 已准备好)
let gameStore: ReturnType<typeof useGameStore> | null = null
let universeStore: ReturnType<typeof useUniverseStore> | null = null
let npcStore: ReturnType<typeof useNPCStore> | null = null
// 脏标志(性能优化)
let dirtyFlags: DirtyFlags | null = null
const getStores = () => {
if (!gameStore) gameStore = useGameStore()
if (!universeStore) universeStore = useUniverseStore()
if (!npcStore) npcStore = useNPCStore()
return { gameStore, universeStore, npcStore }
}
const init = () => {
if (initialized) return
if (disposed) {
console.warn('[GameEngine] Cannot init after dispose')
return
}
// 初始化 stores
getStores()
// 初始化脏标志
dirtyFlags = createDirtyFlags()
initialized = true
}
const tick = async (now: number, deltaMs: number) => {
if (!initialized) {
console.warn('[GameEngine] tick called before init')
return
}
if (disposed) return
profiler.start('tick:total')
const stores = getStores()
// 检查暂停状态
if (stores.gameStore.isPaused) {
profiler.end('tick:total')
return
}
// 更新游戏时间
stores.gameStore.gameTime = now
// 构建 TickContext
const ctx = createTickContext(
{
...stores,
t: options.t,
notify: options.notify,
notifyUnlock: options.notifyUnlock,
dirtyFlags: dirtyFlags!
},
now,
deltaMs
)
// 调用自定义 tick 处理函数(用于渐进式迁移)
if (options.onTick) {
await options.onTick(ctx)
}
profiler.end('tick:total')
profiler.reset() // 重置当前快照,准备下一次 tick
}
const pause = () => {
const { gameStore } = getStores()
if (!gameStore.isPaused) {
gameStore.isPaused = true
options.onPauseChange?.(true)
}
}
const resume = () => {
const { gameStore } = getStores()
if (gameStore.isPaused) {
gameStore.isPaused = false
options.onPauseChange?.(false)
}
}
const isPaused = () => {
const { gameStore } = getStores()
return gameStore.isPaused
}
const dispose = () => {
if (disposed) return
disposed = true
initialized = false
gameStore = null
universeStore = null
npcStore = null
dirtyFlags = null
}
return {
init,
tick,
pause,
resume,
dispose,
isPaused
}
}

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import type { TickContext } from './tickContext'
import type { FleetMission, MissileAttack, NPC, MissionReport, Planet } from '@/types/game'
import { MissionType, DiplomaticEventType, ShipType } from '@/types/game'
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import * as fleetLogic from '@/logic/fleetLogic'
import * as shipLogic from '@/logic/shipLogic'
import * as resourceLogic from '@/logic/resourceLogic'
import * as gameLogic from '@/logic/gameLogic'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
import * as missileLogic from '@/logic/missileLogic' // 静态导入,避免每次动态导入的开销
import { markFleetDirty, markEconomyDirty, markNpcDirty } from '@/logic/dirtyFlags'
export interface MissionEngine {
/** 处理所有任务的 tick */
tick(ctx: TickContext): Promise<void>
}
export interface MissionEngineOptions {
/** 移除即将到来的舰队警报 */
removeIncomingFleetAlert?: (missionId: string) => void
}
/**
* 创建任务引擎
* 处理玩家和NPC的舰队任务、导弹攻击
*/
export const createMissionEngine = (options: MissionEngineOptions = {}): MissionEngine => {
const removeIncomingFleetAlert = options.removeIncomingFleetAlert ?? (() => {})
// 缓存 NPC 最早到达时间,避免每 tick 遍历所有 NPC
let cachedNpcEarliestArrival = Number.MAX_SAFE_INTEGER
/**
* 处理玩家任务返回
*/
const processPlayerMissionReturn = (ctx: TickContext, mission: FleetMission) => {
const { gameStore } = ctx
const originPlanet = gameStore.player.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
// 返还舰队和货物
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
resourceLogic.addResources(originPlanet.resources, mission.cargo)
// 从任务列表中移除
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) {
gameStore.player.fleetMissions.splice(missionIndex, 1)
}
}
/**
* 查找目标星球
*/
const findTargetPlanet = (ctx: TickContext, mission: FleetMission): Planet | undefined => {
const { gameStore, universeStore } = ctx
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
// 如果任务指定了targetIsMoon需要精确匹配行星或月球
return (
gameStore.player.planets.find(p => {
const positionMatch =
p.position.galaxy === mission.targetPosition.galaxy &&
p.position.system === mission.targetPosition.system &&
p.position.position === mission.targetPosition.position
// 如果任务明确指定目标类型,按类型匹配
if (mission.targetIsMoon !== undefined) {
return positionMatch && p.isMoon === mission.targetIsMoon
}
// 兼容旧任务:默认优先匹配行星(非月球)
return positionMatch && !p.isMoon
}) ||
// 如果没有匹配到指定类型,尝试匹配同位置的任何星球
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]
)
}
/**
* 处理玩家任务到达
*/
const processPlayerMissionArrival = async (ctx: TickContext, mission: FleetMission) => {
const { gameStore, universeStore, npcStore, t } = ctx
const targetPlanet = findTargetPlanet(ctx, mission)
const targetKey = gameLogic.generatePositionKey(
mission.targetPosition.galaxy,
mission.targetPosition.system,
mission.targetPosition.position
)
// 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')
// 确保 missionReports 存在
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
if (mission.missionType === MissionType.Transport) {
// 在处理任务之前保存货物信息因为processTransportArrival会清空cargo
const transportedResources = { ...mission.cargo }
const isGiftMission = mission.isGift && mission.giftTargetNpcId
const result = fleetLogic.processTransportArrival(mission, targetPlanet, gameStore.player, npcStore.npcs)
// 更新成就统计(仅在成功时追踪)
if (result.success) {
const totalTransported =
transportedResources.metal + transportedResources.crystal + transportedResources.deuterium + transportedResources.darkMatter
if (isGiftMission) {
// 送礼成功
gameLogic.trackDiplomacyStats(gameStore.player, 'gift', { resourcesAmount: totalTransported })
} else {
// 普通运输任务成功
gameLogic.trackMissionStats(gameStore.player, 'transport', { resourcesAmount: totalTransported })
}
}
// 生成失败原因消息
let transportFailMessage = t('missionReports.transportFailed')
if (!result.success && result.failReason) {
if (result.failReason === 'targetNotFound') {
transportFailMessage = t('missionReports.transportFailedTargetNotFound')
} else if (result.failReason === 'giftRejected') {
transportFailMessage = t('missionReports.transportFailedGiftRejected')
}
}
// 生成运输任务报告
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') : transportFailMessage,
details: {
transportedResources,
failReason: result.failReason
},
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)
// 更新成就统计 - 攻击
const debrisValue = attackResult.debrisField
? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal
: 0
const won = attackResult.battleResult.winner === 'attacker'
gameLogic.trackAttackStats(gameStore.player, attackResult.battleResult, won, debrisValue)
// 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, gameStore.locale)
// 同步战斗损失到NPC的实际星球数据
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
// 同步舰队损失
Object.entries(attackResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost)
})
// 同步防御损失修复后的数据已在targetPlanet中
npcPlanet.defense = { ...targetPlanet.defense }
// 同步资源(被掠夺后的)
npcPlanet.resources = { ...targetPlanet.resources }
}
}
}
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 colonizeResult = fleetLogic.processColonizeArrival(mission, targetPlanet, gameStore.player, t('planet.colonyPrefix'))
const newPlanet = colonizeResult.planet
// 更新成就统计 - 殖民
if (colonizeResult.success && newPlanet) {
gameLogic.trackMissionStats(gameStore.player, 'colonize')
}
// 生成失败原因消息
let failMessage = t('missionReports.colonizeFailed')
if (!colonizeResult.success && colonizeResult.failReason) {
if (colonizeResult.failReason === 'positionOccupied') {
failMessage = t('missionReports.colonizeFailedOccupied')
} else if (colonizeResult.failReason === 'maxColoniesReached') {
failMessage = t('missionReports.colonizeFailedMaxColonies')
}
}
// 生成殖民任务报告
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Colonize,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: newPlanet?.id,
targetPlanetName: newPlanet?.name,
success: colonizeResult.success,
message: colonizeResult.success ? t('missionReports.colonizeSuccess') : failMessage,
details: newPlanet
? {
newPlanetId: newPlanet.id,
newPlanetName: newPlanet.name
}
: { failReason: colonizeResult.failReason },
read: false
})
if (newPlanet) {
gameStore.player.planets.push(newPlanet)
}
} else if (mission.missionType === MissionType.Spy) {
const spyResult = fleetLogic.processSpyArrival(mission, targetPlanet, gameStore.player, null, npcStore.npcs)
if (spyResult.success && spyResult.report) {
gameStore.player.spyReports.push(spyResult.report)
// 更新成就统计 - 侦查
gameLogic.trackMissionStats(gameStore.player, 'spy')
}
// 生成侦查任务报告(即使失败也生成)
let spyFailMessage = t('missionReports.spyFailed')
if (!spyResult.success && spyResult.failReason) {
if (spyResult.failReason === 'targetNotFound') {
spyFailMessage = t('missionReports.spyFailedTargetNotFound')
}
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Spy,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
targetPlanetId: targetPlanet?.id,
targetPlanetName:
targetPlanet?.name || `[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
success: spyResult.success,
message: spyResult.success ? t('missionReports.spySuccess') : spyFailMessage,
details: spyResult.success ? { spyReportId: spyResult.report?.id } : { failReason: spyResult.failReason },
read: false
})
} else if (mission.missionType === MissionType.Deploy) {
const deployed = fleetLogic.processDeployArrival(mission, targetPlanet, gameStore.player.id, gameStore.player.technologies)
// 更新成就统计 - 部署
if (deployed.success) {
gameLogic.trackMissionStats(gameStore.player, 'deploy')
}
// 生成失败原因消息
let deployFailMessage = t('missionReports.deployFailed')
if (!deployed.success && deployed.failReason) {
if (deployed.failReason === 'targetNotFound') {
deployFailMessage = t('missionReports.deployFailedTargetNotFound')
} else if (deployed.failReason === 'notOwnPlanet') {
deployFailMessage = t('missionReports.deployFailedNotOwnPlanet')
}
}
// 生成部署任务报告
gameStore.player.missionReports.push({
id: `mission-report-${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}:${mission.targetPosition.position}]`,
success: deployed.success,
message: deployed.success ? t('missionReports.deploySuccess') : deployFailMessage,
details: {
deployedFleet: mission.fleet,
failReason: deployed.failReason
},
read: false
})
if (deployed.success && !deployed.overflow) {
const missionIndex = gameStore.player.fleetMissions.indexOf(mission)
if (missionIndex > -1) gameStore.player.fleetMissions.splice(missionIndex, 1)
return
}
} else if (mission.missionType === MissionType.Recycle) {
// 处理回收任务
const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
const debrisField = universeStore.debrisFields[debrisId]
const recycleResult = fleetLogic.processRecycleArrival(mission, debrisField)
// 更新成就统计 - 回收(无论是否有残骸都算飞行任务,但只有成功回收才计入回收资源量)
const totalRecycled =
recycleResult.success && recycleResult.collectedResources
? recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal
: 0
gameLogic.trackMissionStats(gameStore.player, 'recycle', { resourcesAmount: totalRecycled })
// 生成失败原因消息
let recycleFailMessage = t('missionReports.recycleFailed')
if (!recycleResult.success && recycleResult.failReason) {
if (recycleResult.failReason === 'noDebrisField') {
recycleFailMessage = t('missionReports.recycleFailedNoDebris')
} else if (recycleResult.failReason === 'debrisEmpty') {
recycleFailMessage = t('missionReports.recycleFailedDebrisEmpty')
}
}
// 生成回收任务报告
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Recycle,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
success: recycleResult.success,
message: recycleResult.success ? t('missionReports.recycleSuccess') : recycleFailMessage,
details: recycleResult.success
? {
recycledResources: recycleResult.collectedResources,
remainingDebris: recycleResult.remainingDebris || undefined
}
: { failReason: recycleResult.failReason },
read: false
})
if (recycleResult.success && recycleResult.collectedResources && 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(需要先战斗,再计算毁灭概率)
const destroyResult = await fleetLogic.processDestroyArrival(mission, targetPlanet, gameStore.player, null, gameStore.player.planets)
// 处理战斗报告(如果发生了战斗)
if (destroyResult.battleResult) {
gameStore.player.battleReports.push(destroyResult.battleResult)
// 处理战斗对NPC的影响
if (targetPlanet) {
const targetNpc = npcStore.npcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id))
if (targetNpc) {
diplomaticLogic.handleAttackReputation(gameStore.player, targetNpc, destroyResult.battleResult, npcStore.npcs, gameStore.locale)
// 同步战斗损失到NPC的实际星球数据
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
Object.entries(destroyResult.battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
npcPlanet.fleet[shipType as ShipType] = Math.max(0, (npcPlanet.fleet[shipType as ShipType] || 0) - lost)
})
npcPlanet.defense = { ...targetPlanet.defense }
npcPlanet.resources = { ...targetPlanet.resources }
}
}
}
}
// 处理新生成的月球
if (destroyResult.moon) {
gameStore.player.planets.push(destroyResult.moon)
}
// 处理残骸场
if (destroyResult.debrisField) {
universeStore.debrisFields[destroyResult.debrisField.id] = destroyResult.debrisField
}
// 更新成就统计 - 行星毁灭
if (destroyResult.success) {
gameLogic.trackMissionStats(gameStore.player, 'destroy')
}
// 生成失败原因消息
let destroyFailMessage = t('missionReports.destroyFailed')
if (!destroyResult.success && destroyResult.failReason) {
if (destroyResult.failReason === 'targetNotFound') {
destroyFailMessage = t('missionReports.destroyFailedTargetNotFound')
} else if (destroyResult.failReason === 'ownPlanet') {
destroyFailMessage = t('missionReports.destroyFailedOwnPlanet')
} else if (destroyResult.failReason === 'noDeathstar') {
destroyFailMessage = t('missionReports.destroyFailedNoDeathstar')
} else if (destroyResult.failReason === 'chanceFailed') {
destroyFailMessage = t('missionReports.destroyFailedChance', { chance: destroyResult.destructionChance.toFixed(1) })
}
}
// 生成毁灭任务报告
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,
message: destroyResult.success ? t('missionReports.destroySuccess') : destroyFailMessage,
details: destroyResult.success
? {
destroyedPlanetName:
targetPlanet?.name ||
`[${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}]`,
hadBattle: !!destroyResult.battleResult
}
: {
failReason: destroyResult.failReason,
destructionChance: destroyResult.destructionChance,
deathstarsLost: destroyResult.deathstarsLost,
hadBattle: !!destroyResult.battleResult
},
read: false
})
if (destroyResult.success && destroyResult.planetId) {
// 星球被摧毁
// 处理外交关系如果目标是NPC星球
if (targetPlanet && targetPlanet.ownerId) {
const planetOwner = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (planetOwner) {
diplomaticLogic.handlePlanetDestructionReputation(gameStore.player, targetPlanet, planetOwner, npcStore.npcs, gameStore.locale)
// 从NPC的星球列表中移除被摧毁的星球
const npcPlanetIndex = planetOwner.planets.findIndex(p => p.id === destroyResult.planetId)
if (npcPlanetIndex > -1) {
planetOwner.planets.splice(npcPlanetIndex, 1)
}
// 检查并处理被消灭的NPC所有星球都被摧毁的NPC
const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(npcStore.npcs, gameStore.player, gameStore.locale)
// 从npcStore中移除被消灭的NPC
if (eliminatedNpcIds.length > 0) {
npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id))
}
}
}
// 从玩家星球列表中移除(如果是玩家的星球)
const planetIndex = gameStore.player.planets.findIndex(p => p.id === destroyResult.planetId)
if (planetIndex > -1) {
gameStore.player.planets.splice(planetIndex, 1)
} else {
// 不是玩家星球,从宇宙地图中移除
delete universeStore.planets[targetKey]
}
// 取消所有前往该位置的NPC任务回收、攻击、侦查等
const destroyedDebrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
// 找到需要取消的任务前往已摧毁星球位置的outbound任务
const missionsToCancel = npc.fleetMissions.filter(m => {
if (m.status !== 'outbound') return false
// 检查回收任务的残骸场ID
if (m.missionType === MissionType.Recycle && m.debrisFieldId === destroyedDebrisId) {
return true
}
// 检查其他任务的目标星球ID
if (m.targetPlanetId === destroyResult.planetId) {
return true
}
return false
})
// 将这些任务的舰队返回给NPC
missionsToCancel.forEach(m => {
const npcOriginPlanet = npc.planets.find(p => p.id === m.originPlanetId)
if (npcOriginPlanet) {
shipLogic.addFleet(npcOriginPlanet.fleet, m.fleet)
}
})
// 从任务列表中移除这些任务
npc.fleetMissions = npc.fleetMissions.filter(m => !missionsToCancel.includes(m))
}
// 清理关于被摧毁星球的侦查报告
if (npc.playerSpyReports && destroyResult.planetId && destroyResult.planetId in npc.playerSpyReports) {
delete npc.playerSpyReports[destroyResult.planetId]
}
})
// 同时删除该位置的残骸场(星球被摧毁后残骸场也消失)
delete universeStore.debrisFields[destroyedDebrisId]
}
} else if (mission.missionType === MissionType.Expedition) {
// 处理探险任务
const expeditionResult = fleetLogic.processExpeditionArrival(mission)
// 确保返回时间正确设置(兼容旧版本任务数据)
// 如果 returnTime 不存在或已过期,重新计算
const now = Date.now()
if (!mission.returnTime || mission.returnTime <= now) {
// 返回时间应该等于当前时间加上单程飞行时间
const flightDuration = mission.arrivalTime - mission.departureTime
mission.returnTime = now + flightDuration
}
// 更新成就统计 - 探险
const isSuccessful =
expeditionResult.eventType === 'resources' || expeditionResult.eventType === 'darkMatter' || expeditionResult.eventType === 'fleet'
gameLogic.trackMissionStats(gameStore.player, 'expedition', { successful: isSuccessful })
// 根据事件类型生成不同的报告消息
let reportMessage = ''
let reportDetails: Record<string, unknown> = {
// 保存探险区域信息
expeditionZone: mission.expeditionZone
}
switch (expeditionResult.eventType) {
case 'resources':
reportMessage = t('missionReports.expeditionResources')
reportDetails.foundResources = expeditionResult.resources
break
case 'darkMatter':
reportMessage = t('missionReports.expeditionDarkMatter')
reportDetails.foundResources = expeditionResult.resources
break
case 'fleet':
reportMessage = t('missionReports.expeditionFleet')
reportDetails.foundFleet = expeditionResult.fleet
break
case 'pirates':
reportMessage = expeditionResult.fleetLost
? t('missionReports.expeditionPiratesAttack')
: t('missionReports.expeditionPiratesEscaped')
if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost
break
case 'aliens':
reportMessage = expeditionResult.fleetLost
? t('missionReports.expeditionAliensAttack')
: t('missionReports.expeditionAliensEscaped')
if (expeditionResult.fleetLost) reportDetails.fleetLost = expeditionResult.fleetLost
break
default:
reportMessage = t('missionReports.expeditionNothing')
}
gameStore.player.missionReports.push({
id: `mission-report-${mission.id}`,
timestamp: Date.now(),
missionType: MissionType.Expedition,
originPlanetId: mission.originPlanetId,
originPlanetName,
targetPosition: mission.targetPosition,
success: expeditionResult.eventType !== 'nothing',
message: reportMessage,
details: reportDetails,
read: false
})
}
}
/**
* 处理NPC任务到达
*/
const processNPCMissionArrival = async (ctx: TickContext, npc: NPC, mission: FleetMission) => {
const { gameStore, universeStore } = ctx
if (mission.missionType === MissionType.Recycle) {
// NPC回收任务
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 && recycleResult.collectedResources) {
const totalRecycled = recycleResult.collectedResources.metal + recycleResult.collectedResources.crystal
if (totalRecycled > 0) {
gameLogic.trackDiplomacyStats(gameStore.player, 'debrisRecycledByNPC', { resourcesAmount: totalRecycled })
}
if (recycleResult.remainingDebris && (recycleResult.remainingDebris.metal > 0 || recycleResult.remainingDebris.crystal > 0)) {
universeStore.debrisFields[debrisId] = {
id: debrisField.id,
position: debrisField.position,
resources: recycleResult.remainingDebris,
createdAt: debrisField.createdAt
}
} else {
delete universeStore.debrisFields[debrisId]
}
}
removeIncomingFleetAlert(mission.id)
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
const { spiedNotification, spyReport } = npcBehaviorLogic.processNPCSpyArrival(npc, mission, targetPlanet, gameStore.player)
gameLogic.trackDiplomacyStats(gameStore.player, 'spiedByNPC')
if (!npc.playerSpyReports) {
npc.playerSpyReports = {}
}
npc.playerSpyReports[targetPlanet.id] = spyReport
if (!gameStore.player.spiedNotifications) {
gameStore.player.spiedNotifications = []
}
gameStore.player.spiedNotifications.push(spiedNotification)
removeIncomingFleetAlert(mission.id)
} else if (mission.missionType === MissionType.Attack) {
// NPC攻击
const attackResult = await fleetLogic.processNPCAttackArrival(npc, mission, targetPlanet, gameStore.player, gameStore.player.planets)
if (attackResult) {
gameLogic.trackDiplomacyStats(gameStore.player, 'attackedByNPC')
const debrisValue = attackResult.debrisField
? attackResult.debrisField.resources.metal + attackResult.debrisField.resources.crystal
: 0
const won = attackResult.battleResult.winner === 'defender'
gameLogic.trackDefenseStats(gameStore.player, attackResult.battleResult, won, debrisValue)
gameStore.player.battleReports.push(attackResult.battleResult)
if (attackResult.moon) {
gameStore.player.planets.push(attackResult.moon)
}
if (attackResult.debrisField) {
const existingDebris = universeStore.debrisFields[attackResult.debrisField.id]
if (existingDebris) {
universeStore.debrisFields[attackResult.debrisField.id] = {
...existingDebris,
resources: {
metal: existingDebris.resources.metal + attackResult.debrisField.resources.metal,
crystal: existingDebris.resources.crystal + attackResult.debrisField.resources.crystal
}
}
} else {
universeStore.debrisFields[attackResult.debrisField.id] = attackResult.debrisField
}
}
}
removeIncomingFleetAlert(mission.id)
}
}
/**
* 处理NPC任务返回
*/
const processNPCMissionReturn = (_ctx: TickContext, npc: NPC, mission: FleetMission) => {
const originPlanet = npc.planets.find(p => p.id === mission.originPlanetId)
if (!originPlanet) return
// 返还舰队
shipLogic.addFleet(originPlanet.fleet, mission.fleet)
// 返还掠夺资源
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)
}
}
}
/**
* 处理导弹攻击到达
*/
const processMissileAttackArrival = (ctx: TickContext, missileAttack: MissileAttack) => {
const { gameStore, universeStore, npcStore, t } = ctx
// missileLogic 已在顶部静态导入
// 找到目标星球
const targetKey = gameLogic.generatePositionKey(
missileAttack.targetPosition.galaxy,
missileAttack.targetPosition.system,
missileAttack.targetPosition.position
)
const targetPlanet =
gameStore.player.planets.find(
p =>
p.position.galaxy === missileAttack.targetPosition.galaxy &&
p.position.system === missileAttack.targetPosition.system &&
p.position.position === missileAttack.targetPosition.position
) || universeStore.planets[targetKey]
// 确保 missionReports 存在
if (!gameStore.player.missionReports) {
gameStore.player.missionReports = []
}
const originPlanetName = gameStore.player.planets.find(p => p.id === missileAttack.originPlanetId)?.name || t('fleetView.unknownPlanet')
// 如果目标星球不存在,导弹失败
if (!targetPlanet) {
missileAttack.status = 'arrived'
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName,
targetPosition: missileAttack.targetPosition,
targetPlanetId: undefined,
targetPlanetName: `[${missileAttack.targetPosition.galaxy}:${missileAttack.targetPosition.system}:${missileAttack.targetPosition.position}]`,
success: false,
message: t('missionReports.missileAttackFailed'),
details: {
missileCount: missileAttack.missileCount,
missileHits: 0,
missileIntercepted: 0,
defenseLosses: {}
},
read: false
} as MissionReport)
return
}
// 计算导弹攻击结果
const impactResult = missileLogic.calculateMissileImpact(missileAttack.missileCount, targetPlanet)
// 应用损失到目标星球
missileLogic.applyMissileAttackResult(targetPlanet, impactResult.defenseLosses)
// 如果目标是NPC的星球同步损失到NPC实际数据并扣除外交好感度
if (targetPlanet.ownerId && targetPlanet.ownerId !== gameStore.player.id) {
const targetNpc = npcStore.npcs.find(npc => npc.id === targetPlanet.ownerId)
if (targetNpc) {
const npcPlanet = targetNpc.planets.find(p => p.id === targetPlanet.id)
if (npcPlanet) {
missileLogic.applyMissileAttackResult(npcPlanet, impactResult.defenseLosses)
}
// 导弹攻击扣除好感度
const { REPUTATION_CHANGES } = DIPLOMATIC_CONFIG
const reputationLoss = REPUTATION_CHANGES.ATTACK / 2
if (!targetNpc.relations) {
targetNpc.relations = {}
}
const npcRelation = diplomaticLogic.getOrCreateRelation(targetNpc.relations, targetNpc.id, gameStore.player.id)
targetNpc.relations[gameStore.player.id] = diplomaticLogic.updateReputation(
npcRelation,
reputationLoss,
DiplomaticEventType.Attack,
t('diplomacy.reports.wasAttackedByMissile')
)
}
}
// 标记导弹攻击为已到达
missileAttack.status = 'arrived'
// 生成导弹攻击报告
const reportMessage =
impactResult.missileHits > 0
? `${t('missionReports.missileAttackSuccess')}: ${impactResult.missileHits} ${t('missionReports.hits')}`
: t('missionReports.missileAttackIntercepted')
gameStore.player.missionReports.push({
id: `missile-report-${missileAttack.id}`,
timestamp: Date.now(),
missionType: MissionType.MissileAttack,
originPlanetId: missileAttack.originPlanetId,
originPlanetName,
targetPosition: missileAttack.targetPosition,
targetPlanetId: targetPlanet.id,
targetPlanetName: targetPlanet.name,
success: true,
message: reportMessage,
details: {
missileCount: missileAttack.missileCount,
missileHits: impactResult.missileHits,
missileIntercepted: impactResult.missileIntercepted,
defenseLosses: impactResult.defenseLosses
},
read: false
} as MissionReport)
}
/**
* 查找玩家任务最早到达时间(快速,只遍历玩家数据)
*/
const findPlayerEarliestArrival = (
playerMissions: FleetMission[],
missileAttacks: MissileAttack[]
): number => {
let earliest = Number.MAX_SAFE_INTEGER
for (const m of playerMissions) {
if (m.status === 'outbound' && m.arrivalTime < earliest) {
earliest = m.arrivalTime
} else if (m.status === 'returning' && m.returnTime && m.returnTime < earliest) {
earliest = m.returnTime
}
}
for (const m of missileAttacks) {
if (m.status === 'flying' && m.arrivalTime < earliest) {
earliest = m.arrivalTime
}
}
return earliest
}
/**
* 计算 NPC 任务最早到达时间
*/
const calcNpcMissionStats = (npcs: NPC[]): { earliest: number } => {
let earliest = Number.MAX_SAFE_INTEGER
for (const npc of npcs) {
if (!npc.fleetMissions) continue
for (const m of npc.fleetMissions) {
if (m.status === 'outbound' && m.arrivalTime < earliest) {
earliest = m.arrivalTime
} else if (m.status === 'returning' && m.returnTime && m.returnTime < earliest) {
earliest = m.returnTime
}
}
}
return { earliest }
}
/**
* 获取 NPC 任务最早到达时间(带缓存)
* 只在缓存过期时重新计算(避免每 tick 遍历 200+ NPC
*/
const getNpcEarliestArrival = (npcs: NPC[], now: number): number => {
// 只有当缓存时间已过期时才重新计算
// 这意味着新添加的 NPC 任务可能延迟最多 1 tick 被发现,但性能提升很大
if (cachedNpcEarliestArrival <= now) {
const stats = calcNpcMissionStats(npcs)
cachedNpcEarliestArrival = stats.earliest
}
return cachedNpcEarliestArrival
}
/**
* 主 tick 函数
* 优化:使用缓存的 NPC 到达时间,避免每 tick 遍历 200+ NPC
*/
const tick = async (ctx: TickContext) => {
const { gameStore, npcStore, now, dirtyFlags } = ctx
// 诊断计时
const t0 = performance.now()
const playerMissions = gameStore.player.fleetMissions
const missileAttacks = gameStore.player.missileAttacks
const npcs = npcStore.npcs
const t1 = performance.now()
// 快速计算玩家任务最早到达时间(通常只有几个任务)
const playerEarliest = findPlayerEarliestArrival(playerMissions, missileAttacks)
const t2 = performance.now()
// 获取 NPC 任务最早到达时间(使用缓存,避免遍历 200+ NPC
const npcEarliest = getNpcEarliestArrival(npcs, now)
const t3 = performance.now()
// 计算全局最早到达时间
const earliestArrival = Math.min(playerEarliest, npcEarliest)
// 诊断日志:定位性能瓶颈
const storeAccess = t1 - t0
const playerCalc = t2 - t1
const npcCalc = t3 - t2
if (storeAccess > 5 || playerCalc > 5 || npcCalc > 5) {
console.log('[MissionEngine] Timing breakdown:', {
storeAccess: storeAccess.toFixed(2) + 'ms',
playerCalc: playerCalc.toFixed(2) + 'ms',
npcCalc: npcCalc.toFixed(2) + 'ms',
earlyExit: earliestArrival > now
})
}
// 如果还没到达时间点则跳过
if (earliestArrival > now) {
return
}
let missionProcessed = false
// 处理玩家舰队任务(只处理到达时间 <= now 的)
for (const mission of playerMissions) {
// 处理到达outbound -> 任务执行)
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
await processPlayerMissionArrival(ctx, mission)
missionProcessed = true
}
// 处理返回returning -> 返回母星)
else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processPlayerMissionReturn(ctx, mission)
missionProcessed = true
}
}
// 处理导弹攻击(反向循环以便安全删除)
for (let i = missileAttacks.length - 1; i >= 0; i--) {
const missileAttack = missileAttacks[i]
if (missileAttack && missileAttack.status === 'flying' && now >= missileAttack.arrivalTime) {
processMissileAttackArrival(ctx, missileAttack)
missileAttacks.splice(i, 1)
missionProcessed = true
}
}
// 处理 NPC 舰队任务
for (const npc of npcs) {
if (!npc.fleetMissions || npc.fleetMissions.length === 0) continue
for (const mission of npc.fleetMissions) {
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
await processNPCMissionArrival(ctx, npc, mission)
missionProcessed = true
} else if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
processNPCMissionReturn(ctx, npc, mission)
missionProcessed = true
}
}
}
// 如果有任务被处理,标记相关标志为脏(需要重新计算)
if (missionProcessed) {
markFleetDirty(dirtyFlags)
markEconomyDirty(dirtyFlags) // 任务可能改变资源
markNpcDirty(dirtyFlags) // 任务可能影响NPC状态
}
}
return { tick }
}

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import type { TickContext } from './tickContext'
import type { NPC } from '@/types/game'
import * as gameLogic from '@/logic/gameLogic'
import * as npcGrowthLogic from '@/logic/npcGrowthLogic'
import * as npcBehaviorLogic from '@/logic/npcBehaviorLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
import { generateNPCName } from '@/logic/npcNameGenerator'
export interface NpcEngine {
/** 每 tick 调用,处理 NPC 更新 */
tick(ctx: TickContext): void
/** 设置每 tick 更新的 NPC 数量 */
setUpdateSlice(size: number): void
/** 获取当前 slice 大小 */
getUpdateSlice(): number
}
export interface NpcEngineOptions {
/** 每 tick 更新的 NPC 数量(默认 20 */
sliceSize?: number
/** Growth 更新间隔(秒,默认 5 */
growthInterval?: number
/** Behavior 更新间隔(秒,默认 5 */
behaviorInterval?: number
/** 通知回调 */
onTradeOffer?: (offer: any) => void
onAttitudeChange?: (notification: any) => void
onIntelReport?: (report: any) => void
onJointAttackInvite?: (invite: any) => void
onAidReceived?: (notification: any) => void
}
/**
* 创建 NPC 引擎
* 负责 NPC 成长和行为更新,支持 throttling
*/
export const createNpcEngine = (options: NpcEngineOptions = {}): NpcEngine => {
const { sliceSize: initialSliceSize = 20, growthInterval = 5, behaviorInterval = 5 } = options
// 内部状态
let sliceSize = initialSliceSize
let growthCursorIndex = 0
let behaviorCursorIndex = 0
let growthAccumulator = 0
let behaviorAccumulator = 0
let initialized = false
/**
* 同步 NPC 星球数据到 universeStore
*/
const syncNPCPlanetToUniverse = (ctx: TickContext, npc: NPC) => {
const { universeStore } = ctx
npc.planets.forEach(npcPlanet => {
const planetKey = gameLogic.generatePositionKey(npcPlanet.position.galaxy, npcPlanet.position.system, npcPlanet.position.position)
const universePlanet = universeStore.planets[planetKey]
if (universePlanet) {
universePlanet.resources = { ...npcPlanet.resources }
universePlanet.buildings = { ...npcPlanet.buildings }
universePlanet.fleet = { ...npcPlanet.fleet }
universePlanet.defense = { ...npcPlanet.defense }
}
})
}
/**
* 初始化 NPC如果 store 为空)
*/
const initializeNPCs = (ctx: TickContext) => {
const { gameStore, universeStore, npcStore } = ctx
const allPlanets = Object.values(universeStore.planets)
if (npcStore.npcs.length > 0) {
initialized = true
return
}
const npcMap = new Map<string, NPC>()
const now = Date.now()
allPlanets.forEach(planet => {
if (planet.ownerId === gameStore.player.id || !planet.ownerId) return
if (!npcMap.has(planet.ownerId)) {
const randomSpyOffset = Math.random() * 240 * 1000
const randomAttackOffset = Math.random() * 480 * 1000
const initialRelations: Record<string, any> = {}
initialRelations[gameStore.player.id] = {
fromId: planet.ownerId,
toId: gameStore.player.id,
reputation: 0,
status: 'neutral' as const,
lastUpdated: now,
history: []
}
npcMap.set(planet.ownerId, {
id: planet.ownerId,
name: generateNPCName(planet.ownerId, gameStore.locale),
planets: [],
technologies: {},
difficulty: 'medium' as const,
relations: initialRelations,
allies: [],
enemies: [],
lastSpyTime: now - randomSpyOffset,
lastAttackTime: now - randomAttackOffset,
fleetMissions: [],
playerSpyReports: {}
} as unknown as NPC)
}
npcMap.get(planet.ownerId)!.planets.push(planet as any)
})
npcStore.npcs = Array.from(npcMap.values())
if (npcStore.npcs.length > 0) {
const homeworld = gameStore.player.planets.find(p => !p.isMoon)
if (homeworld) {
npcStore.npcs.forEach(npc => {
npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position)
syncNPCPlanetToUniverse(ctx, npc)
})
}
npcGrowthLogic.initializeNPCDiplomacy(npcStore.npcs)
}
initialized = true
}
/**
* 确保 NPC 数据完整性(修复旧版本数据)
*/
const ensureNPCDataIntegrity = (ctx: TickContext) => {
const { gameStore, npcStore } = ctx
const now = Date.now()
const homeworld = gameStore.player.planets.find(p => !p.isMoon)
if (npcStore.npcs.length === 0) return
// 确保所有 NPC 都有间谍探测器
npcGrowthLogic.ensureNPCSpyProbes(npcStore.npcs)
// 确保所有 NPC 都有 AI 类型
npcGrowthLogic.ensureAllNPCsAIType(npcStore.npcs)
// 确保所有 NPC 都与玩家建立了关系
npcStore.npcs.forEach(npc => {
if (!npc.relations) {
npc.relations = {}
}
if (!npc.relations[gameStore.player.id]) {
npc.relations[gameStore.player.id] = {
fromId: npc.id,
toId: gameStore.player.id,
reputation: 0,
status: 'neutral' as const,
lastUpdated: now,
history: []
}
}
// 迁移旧存档:如果 NPC 没有距离数据
if (homeworld && npc.distanceToHomeworld === undefined) {
const npcPlanet = npc.planets[0]
if (npcPlanet) {
npc.distanceToHomeworld = npcGrowthLogic.calculateDistanceToHomeworld(npcPlanet.position, homeworld.position)
npc.difficultyLevel = npcGrowthLogic.calculateDifficultyLevel(npc.distanceToHomeworld)
npcGrowthLogic.initializeNPCByDistance(npc, homeworld.position)
syncNPCPlanetToUniverse(ctx, npc)
}
}
})
}
/**
* 更新 NPC 成长(分片处理)
*/
const updateGrowth = (ctx: TickContext, elapsedSeconds: number) => {
const { gameStore, npcStore } = ctx
if (npcStore.npcs.length === 0) return
const homeworld = gameStore.player.planets.find(p => !p.isMoon)
if (!homeworld) return
// 计算本次要处理的 NPC 范围
const totalNPCs = npcStore.npcs.length
const effectiveSlice = Math.min(sliceSize, totalNPCs)
const startIndex = growthCursorIndex
const endIndex = Math.min(startIndex + effectiveSlice, totalNPCs)
// 处理当前分片的 NPC
for (let i = startIndex; i < endIndex; i++) {
const npc = npcStore.npcs[i]
if (!npc) continue
npcGrowthLogic.updateNPCGrowthByDistance(npc, homeworld.position, elapsedSeconds, gameStore.gameSpeed)
syncNPCPlanetToUniverse(ctx, npc)
}
// 更新游标(循环)
growthCursorIndex = endIndex >= totalNPCs ? 0 : endIndex
}
/**
* 更新 NPC 行为(分片处理)
*/
const updateBehavior = (ctx: TickContext) => {
const { gameStore, universeStore, npcStore, t, notify } = ctx
if (npcStore.npcs.length === 0) return
const now = Date.now()
const allPlanets = [...gameStore.player.planets, ...Object.values(universeStore.planets)]
// 计算当前活跃任务数量
let activeSpyMissions = 0
let activeAttackMissions = 0
npcStore.npcs.forEach(npc => {
if (npc.fleetMissions) {
npc.fleetMissions.forEach(mission => {
if (mission.status === 'outbound') {
if (mission.missionType === 'spy') activeSpyMissions++
else if (mission.missionType === 'attack') activeAttackMissions++
}
})
}
})
const config = npcBehaviorLogic.calculateDynamicBehavior(gameStore.player.points)
// 计算本次要处理的 NPC 范围
const totalNPCs = npcStore.npcs.length
const effectiveSlice = Math.min(sliceSize, totalNPCs)
const startIndex = behaviorCursorIndex
const endIndex = Math.min(startIndex + effectiveSlice, totalNPCs)
// 处理当前分片的 NPC随机顺序处理该分片
const sliceNpcs = npcStore.npcs.slice(startIndex, endIndex)
const shuffledSlice = [...sliceNpcs].sort(() => Math.random() - 0.5)
shuffledSlice.forEach(npc => {
npcBehaviorLogic.updateNPCBehaviorWithLimit(npc, gameStore.player, allPlanets, universeStore.debrisFields, now, {
activeSpyMissions,
activeAttackMissions,
config
})
// 重新计算并发数
activeSpyMissions = 0
activeAttackMissions = 0
npcStore.npcs.forEach(n => {
if (n.fleetMissions) {
n.fleetMissions.forEach(mission => {
if (mission.status === 'outbound') {
if (mission.missionType === 'spy') activeSpyMissions++
else if (mission.missionType === 'attack') activeAttackMissions++
}
})
}
})
// 处理增强 NPC 行为
const relation = npc.relations?.[gameStore.player.id]
if (relation?.status === 'neutral') {
const neutralResult = npcBehaviorLogic.updateNeutralNPCBehavior(npc, npcStore.npcs, gameStore.player, now)
if (neutralResult.tradeOffer) {
if (!gameStore.player.tradeOffers) {
gameStore.player.tradeOffers = []
}
gameStore.player.tradeOffers.push(neutralResult.tradeOffer)
options.onTradeOffer?.(neutralResult.tradeOffer)
notify?.(
`${t('npcBehavior.tradeOfferReceived')}: ${t('npcBehavior.tradeOfferDesc', { npcName: neutralResult.tradeOffer.npcName })}`,
'info'
)
}
if (neutralResult.swingDirection) {
if (!gameStore.player.attitudeChangeNotifications) {
gameStore.player.attitudeChangeNotifications = []
}
const notification = {
id: `attitude_${Date.now()}_${npc.id}`,
timestamp: now,
npcId: npc.id,
npcName: npc.name,
previousStatus: 'neutral' as const,
newStatus: neutralResult.swingDirection,
reason: 'attitude_swing',
read: false
}
gameStore.player.attitudeChangeNotifications.push(notification)
options.onAttitudeChange?.(notification)
const statusKey = neutralResult.swingDirection === 'friendly' ? 'npcBehavior.becameFriendly' : 'npcBehavior.becameHostile'
notify?.(`${t('npcBehavior.attitudeChanged')}: ${t(statusKey, { npcName: npc.name })}`, 'info')
}
} else if (relation?.status === 'friendly') {
const friendlyResult = npcBehaviorLogic.updateFriendlyNPCBehavior(npc, npcStore.npcs, gameStore.player, now)
if (friendlyResult.intelReport) {
if (!gameStore.player.intelReports) {
gameStore.player.intelReports = []
}
gameStore.player.intelReports.push(friendlyResult.intelReport)
options.onIntelReport?.(friendlyResult.intelReport)
notify?.(
`${t('npcBehavior.intelReceived')}: ${t('npcBehavior.intelReceivedDesc', { npcName: friendlyResult.intelReport.fromNpcName })}`,
'info'
)
}
if (friendlyResult.jointAttackInvite) {
if (!gameStore.player.jointAttackInvites) {
gameStore.player.jointAttackInvites = []
}
gameStore.player.jointAttackInvites.push(friendlyResult.jointAttackInvite)
options.onJointAttackInvite?.(friendlyResult.jointAttackInvite)
notify?.(
`${t('npcBehavior.jointAttackInvite')}: ${t('npcBehavior.jointAttackInviteDesc', {
npcName: friendlyResult.jointAttackInvite.fromNpcName
})}`,
'info'
)
}
if (friendlyResult.aidProvided) {
if (!gameStore.player.aidNotifications) {
gameStore.player.aidNotifications = []
}
const notification = {
id: `aid_${Date.now()}_${npc.id}`,
timestamp: now,
npcId: npc.id,
npcName: npc.name,
aidResources: friendlyResult.aidProvided,
read: false
}
gameStore.player.aidNotifications.push(notification)
options.onAidReceived?.(notification)
const totalAid = friendlyResult.aidProvided.metal + friendlyResult.aidProvided.crystal + friendlyResult.aidProvided.deuterium
notify?.(
`${t('npcBehavior.aidReceived')}: ${t('npcBehavior.aidReceivedDesc', {
npcName: npc.name,
amount: totalAid.toLocaleString()
})}`,
'success'
)
}
}
})
// 更新游标(循环)
behaviorCursorIndex = endIndex >= totalNPCs ? 0 : endIndex
}
/**
* 更新 NPC 关系统计
*/
const updateRelationStats = (ctx: TickContext) => {
const { gameStore, npcStore } = ctx
let friendlyCount = 0
let hostileCount = 0
const playerId = gameStore.player.id
npcStore.npcs.forEach(npc => {
const relation = npc.relations?.[playerId]
if (relation) {
const status = diplomaticLogic.calculateRelationStatus(relation.reputation)
if (status === 'friendly') friendlyCount++
else if (status === 'hostile') hostileCount++
}
})
gameLogic.trackDiplomacyStats(gameStore.player, 'updateRelations', {
friendlyCount,
hostileCount
})
}
/**
* 主 tick 函数
*/
const tick = (ctx: TickContext) => {
const deltaSeconds = ctx.deltaMs / 1000
// 初始化 NPC如果需要
if (!initialized) {
initializeNPCs(ctx)
ensureNPCDataIntegrity(ctx)
}
// 如果没有 NPC直接返回
if (ctx.npcStore.npcs.length === 0) return
// 累积 Growth 时间
growthAccumulator += deltaSeconds
if (growthAccumulator >= growthInterval) {
updateGrowth(ctx, growthAccumulator)
updateRelationStats(ctx)
growthAccumulator = 0
}
// 累积 Behavior 时间
behaviorAccumulator += deltaSeconds
if (behaviorAccumulator >= behaviorInterval) {
updateBehavior(ctx)
behaviorAccumulator = 0
}
}
const setUpdateSlice = (size: number) => {
sliceSize = Math.max(1, size)
}
const getUpdateSlice = () => sliceSize
return {
tick,
setUpdateSlice,
getUpdateSlice
}
}

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/**
* 性能分析器
* 用于追踪每个 tick 中各子系统的耗时
*/
/**
* 性能分析器接口
*/
export interface Profiler {
/** 开始计时 */
start(label: string): void
/** 结束计时 */
end(label: string): void
/** 获取当前快照(各标签耗时,单位 ms */
snapshot(): Record<string, number>
/** 重置所有计时数据 */
reset(): void
/** 获取平均耗时(最近 N 次) */
averages(): Record<string, number>
/** 是否启用 */
enabled: boolean
}
/**
* 性能分析器选项
*/
export interface ProfilerOptions {
/** 是否启用(默认仅在开发环境启用) */
enabled?: boolean
/** 保留的历史记录数量(用于计算平均值) */
historySize?: number
/** 是否在控制台输出警告(耗时超过阈值时) */
warnThreshold?: number
}
/**
* 创建性能分析器
*/
export const createProfiler = (options: ProfilerOptions = {}): Profiler => {
const {
enabled = import.meta.env.DEV,
historySize = 60,
warnThreshold = 16 // 超过 16ms60fps 帧时间)时警告
} = options
// 当前 tick 的计时数据
const currentTimings: Map<string, number> = new Map()
// 开始时间戳
const startTimes: Map<string, number> = new Map()
// 历史记录(用于计算平均值)
const history: Map<string, number[]> = new Map()
let isEnabled = enabled
const start = (label: string): void => {
if (!isEnabled) return
startTimes.set(label, performance.now())
}
const end = (label: string): void => {
if (!isEnabled) return
const startTime = startTimes.get(label)
if (startTime === undefined) {
console.warn(`[Profiler] end() called without matching start() for label: ${label}`)
return
}
const duration = performance.now() - startTime
currentTimings.set(label, duration)
startTimes.delete(label)
// 添加到历史记录
let labelHistory = history.get(label)
if (!labelHistory) {
labelHistory = []
history.set(label, labelHistory)
}
labelHistory.push(duration)
if (labelHistory.length > historySize) {
labelHistory.shift()
}
// 超过阈值时警告
if (warnThreshold > 0 && duration > warnThreshold) {
console.warn(`[Profiler] ${label} took ${duration.toFixed(2)}ms (threshold: ${warnThreshold}ms)`)
}
}
const snapshot = (): Record<string, number> => {
const result: Record<string, number> = {}
for (const [label, duration] of currentTimings) {
result[label] = Math.round(duration * 100) / 100 // 保留2位小数
}
return result
}
const reset = (): void => {
currentTimings.clear()
startTimes.clear()
}
const averages = (): Record<string, number> => {
const result: Record<string, number> = {}
for (const [label, durations] of history) {
if (durations.length > 0) {
const sum = durations.reduce((a, b) => a + b, 0)
result[label] = Math.round((sum / durations.length) * 100) / 100
}
}
return result
}
return {
start,
end,
snapshot,
reset,
averages,
get enabled() {
return isEnabled
},
set enabled(value: boolean) {
isEnabled = value
if (!value) {
currentTimings.clear()
startTimes.clear()
history.clear()
}
}
}
}
/**
* 全局性能分析器单例
*/
export const profiler = createProfiler()
/**
* 便捷装饰器:测量函数执行时间
*/
export const measure = <T extends (...args: unknown[]) => unknown>(label: string, fn: T): T => {
return ((...args: unknown[]) => {
profiler.start(label)
try {
const result = fn(...args)
// 处理 Promise
if (result instanceof Promise) {
return result.finally(() => profiler.end(label))
}
profiler.end(label)
return result
} catch (error) {
profiler.end(label)
throw error
}
}) as T
}

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import type { TickContext } from './tickContext'
import { createScheduler, type Scheduler } from './scheduler'
import * as gameLogic from '@/logic/gameLogic'
import * as campaignLogic from '@/logic/campaignLogic'
import * as diplomaticLogic from '@/logic/diplomaticLogic'
export interface ProgressionEngine {
/** 初始化引擎,注册所有定时任务 */
init(ctx: TickContext): void
/** 每 tick 调用,更新调度器 */
tick(ctx: TickContext): void
}
export interface ProgressionEngineOptions {
/** 成就检查间隔(毫秒,默认 5000 */
achievementInterval?: number
/** 战役进度检查间隔(毫秒,默认 5000 */
campaignInterval?: number
/** 外交清理间隔(毫秒,默认 15000 */
diplomacyCleanupInterval?: number
/** 成就解锁通知回调 */
onAchievementUnlock?: (unlock: { id: string; tier: string }) => void
}
/**
* 创建进度引擎
* 负责低频任务调度:成就检查、战役进度、外交清理等
*/
export const createProgressionEngine = (options: ProgressionEngineOptions = {}): ProgressionEngine => {
const {
achievementInterval = 5000,
campaignInterval = 5000,
diplomacyCleanupInterval = 15000
} = options
const scheduler: Scheduler = createScheduler()
let initialized = false
// 保存最新的 context 引用,供调度任务使用
let currentCtx: TickContext | null = null
/**
* 检查成就解锁
*/
const checkAchievements = () => {
if (!currentCtx) return
const { gameStore } = currentCtx
const unlocks = gameLogic.checkAndUnlockAchievements(gameStore.player)
// 触发解锁通知
unlocks.forEach(unlock => {
options.onAchievementUnlock?.(unlock)
})
}
/**
* 检查战役任务进度
*/
const checkCampaignProgress = () => {
if (!currentCtx) return
const { gameStore, npcStore } = currentCtx
if (gameStore.player.campaignProgress) {
campaignLogic.checkAllActiveQuestsProgress(gameStore.player, npcStore.npcs)
}
}
/**
* 清理被消灭的 NPC外交清理
*/
const cleanupEliminatedNPCs = () => {
if (!currentCtx) return
const { gameStore, universeStore, npcStore } = currentCtx
const eliminatedNpcIds = diplomaticLogic.checkAndHandleEliminatedNPCs(
npcStore.npcs,
gameStore.player,
gameStore.locale
)
if (eliminatedNpcIds.length === 0) return
// 从 universeStore 中移除被消灭 NPC 的星球数据,并收集需要清理的任务 ID
const missionIdsToRemove: string[] = []
eliminatedNpcIds.forEach(npcId => {
const npc = npcStore.npcs.find(n => n.id === npcId)
if (npc) {
// 遍历 NPC 的所有星球,从 universeStore 中删除
if (npc.planets) {
npc.planets.forEach(planet => {
const planetKey = gameLogic.generatePositionKey(
planet.position.galaxy,
planet.position.system,
planet.position.position
)
if (universeStore.planets[planetKey]) {
delete universeStore.planets[planetKey]
}
})
}
// 收集该 NPC 所有任务的 ID用于清理玩家的警报
if (npc.fleetMissions) {
npc.fleetMissions.forEach(m => missionIdsToRemove.push(m.id))
}
}
})
// 清理玩家的即将到来舰队警报(移除已消灭 NPC 的任务警报)
if (gameStore.player.incomingFleetAlerts && missionIdsToRemove.length > 0) {
gameStore.player.incomingFleetAlerts = gameStore.player.incomingFleetAlerts.filter(
alert => !missionIdsToRemove.includes(alert.id)
)
}
// 从 NPC 列表中移除被消灭的 NPC
npcStore.npcs = npcStore.npcs.filter(npc => !eliminatedNpcIds.includes(npc.id))
}
/**
* 初始化引擎,注册所有定时任务
*/
const init = (ctx: TickContext): void => {
if (initialized) return
currentCtx = ctx
// 注册定时任务
scheduler.every(achievementInterval, checkAchievements)
scheduler.every(campaignInterval, checkCampaignProgress)
scheduler.every(diplomacyCleanupInterval, cleanupEliminatedNPCs)
initialized = true
}
/**
* 每 tick 调用,更新调度器
*/
const tick = (ctx: TickContext): void => {
// 更新 context 引用
currentCtx = ctx
// 执行调度器 tick
scheduler.tick(ctx.now)
}
return {
init,
tick
}
}

245
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import { encryptData, decryptData } from '@/utils/crypto'
import { useGameStore } from '@/stores/gameStore'
import { useUniverseStore } from '@/stores/universeStore'
import { useNPCStore } from '@/stores/npcStore'
import pkg from '../../package.json'
/**
* 存档信封类型
* 包含版本号、创建时间和加密数据
*/
export type SaveEnvelope = {
version: number
createdAt: number
data: any
}
/**
* 存档数据载荷类型
*/
type SavePayload = {
game: any
universe?: any | null
npcs?: any | null
}
/**
* 存档系统接口
*/
export interface SaveSystem {
/** 从 localStorage 加载存档 */
load(): Promise<void>
/** 保存到 localStorage */
save(): Promise<void>
/** 导出存档为字符串 */
exportSave(): string
/** 从字符串导入存档 */
importSave(payload: string): Promise<void>
}
/** 当前存档版本号(从 package.json 版本号派生,如 1.6.0 → 160 */
const CURRENT_SAVE_VERSION = parseInt(pkg.version.replace(/\./g, ''), 10) || 1
/** 默认存档键名 */
const DEFAULT_SAVE_KEY = `${pkg.name}-save`
/**
* 迁移函数映射
* 键为源版本号,值为迁移函数
* 示例:{ 1: (d) => migrateV1ToV2(d) }
*/
const migrations: Record<number, (payload: SavePayload) => SavePayload> = {
// 未来迁移示例:
// 1: (payload) => {
// // 从 v1 迁移到 v2
// return { ...payload, game: { ...payload.game, newField: 'default' } }
// }
}
/**
* 检查是否为有效的 SaveEnvelope
*/
const isSaveEnvelope = (value: unknown): value is SaveEnvelope => {
if (typeof value !== 'object' || value === null) return false
const obj = value as Record<string, unknown>
return typeof obj.version === 'number' && typeof obj.createdAt === 'number' && 'data' in obj
}
/**
* 检查是否为 GameStore 状态结构
*/
const isLikelyGameStoreState = (value: unknown): value is Record<string, unknown> => {
if (typeof value !== 'object' || value === null) return false
const obj = value as Record<string, unknown>
return 'player' in obj && 'locale' in obj
}
/**
* 构建存档信封
*/
const buildEnvelope = (payload: SavePayload): SaveEnvelope => ({
version: CURRENT_SAVE_VERSION,
createdAt: Date.now(),
data: encryptData(payload)
})
/**
* 应用迁移
* 从当前版本逐步迁移到最新版本
*/
const applyMigrations = (version: number, payload: SavePayload): SavePayload => {
if (version > CURRENT_SAVE_VERSION) {
throw new Error(`Unsupported save version: ${version}`)
}
let migrated = payload
for (let v = version; v < CURRENT_SAVE_VERSION; v++) {
const migrationFn = migrations[v]
if (migrationFn) {
migrated = migrationFn(migrated)
}
}
return migrated
}
/**
* 规范化导入的存档数据
* 支持新格式SaveEnvelope和旧格式直接加密数据
*/
const normalizeImportedPayload = (raw: string): { version: number; payload: SavePayload } => {
const trimmed = raw.trim()
if (!trimmed) throw new Error('Empty payload')
// 尝试解析为 JSON
let parsed: unknown = null
try {
parsed = JSON.parse(trimmed)
} catch {
parsed = null
}
// 1) 新格式JSON SaveEnvelope
if (isSaveEnvelope(parsed)) {
const decrypted = typeof parsed.data === 'string' ? decryptData(parsed.data) : typeof parsed.data === 'object' ? parsed.data : null
if (!decrypted || typeof decrypted !== 'object' || !('game' in decrypted)) {
throw new Error('Invalid save payload')
}
return { version: parsed.version, payload: decrypted as SavePayload }
}
// 2) 旧格式:{ game: <cipher>, universe: <cipher|null>, npcs: <cipher|null> }
if (parsed && typeof parsed === 'object' && 'game' in parsed) {
const legacyParsed = parsed as Record<string, unknown>
const gameState = typeof legacyParsed.game === 'string' ? decryptData(legacyParsed.game) : null
if (!gameState) throw new Error('Invalid legacy save payload')
const universeState = typeof legacyParsed.universe === 'string' ? decryptData(legacyParsed.universe) : null
const npcsState =
typeof (legacyParsed.npcs ?? legacyParsed.npc) === 'string' ? decryptData((legacyParsed.npcs ?? legacyParsed.npc) as string) : null
return {
version: 0,
payload: {
game: gameState,
universe: universeState,
npcs: npcsState
}
}
}
// 3) 最旧格式:直接是加密字符串
if (typeof parsed === 'string') {
const gameState = decryptData(parsed)
if (!gameState) throw new Error('Invalid save payload')
return { version: 0, payload: { game: gameState } }
}
// 4) 原始加密字符串(非 JSON
const decrypted = decryptData(trimmed)
if (decrypted && typeof decrypted === 'object') {
if ('game' in decrypted) {
return { version: 0, payload: decrypted as SavePayload }
}
if (isLikelyGameStoreState(decrypted)) {
return { version: 0, payload: { game: decrypted } }
}
}
// 5) 纯 JSON GameStore 状态
if (parsed && isLikelyGameStoreState(parsed)) {
return { version: 0, payload: { game: parsed } }
}
throw new Error('Unsupported save format')
}
/**
* 创建存档系统
*/
export const createSaveSystem = (): SaveSystem => {
let gameStore: ReturnType<typeof useGameStore> | null = null
let universeStore: ReturnType<typeof useUniverseStore> | null = null
let npcStore: ReturnType<typeof useNPCStore> | null = null
/** 延迟获取 Store 引用 */
const getStores = () => {
if (!gameStore) gameStore = useGameStore()
if (!universeStore) universeStore = useUniverseStore()
if (!npcStore) npcStore = useNPCStore()
return { gameStore, universeStore, npcStore }
}
/** 导出存档为字符串 */
const exportSave = (): string => {
const { gameStore, universeStore, npcStore } = getStores()
const payload: SavePayload = {
game: gameStore.$state,
universe: universeStore.$state,
npcs: npcStore.$state
}
return JSON.stringify(buildEnvelope(payload))
}
/** 从字符串导入存档 */
const importSave = async (raw: string): Promise<void> => {
const { version, payload } = normalizeImportedPayload(raw)
const migrated = applyMigrations(version, payload)
const { gameStore, universeStore, npcStore } = getStores()
// 重置所有 Store
gameStore.$reset()
universeStore.$reset()
npcStore.$reset()
if (!migrated.game) throw new Error('Save payload missing game state')
// 应用迁移后的数据
gameStore.$patch(migrated.game)
if (migrated.universe) universeStore.$patch(migrated.universe)
if (migrated.npcs) npcStore.$patch(migrated.npcs)
}
/** 保存到 localStorage */
const save = async (): Promise<void> => {
if (typeof localStorage === 'undefined') return
localStorage.setItem(DEFAULT_SAVE_KEY, exportSave())
}
/** 从 localStorage 加载存档 */
const load = async (): Promise<void> => {
if (typeof localStorage === 'undefined') return
const saved = localStorage.getItem(DEFAULT_SAVE_KEY)
if (!saved) return
await importSave(saved)
}
return {
load,
save,
exportSave,
importSave
}
}

65
src/services/scheduler.ts Normal file
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/**
* 任务函数类型
*/
export type Job = () => void
/**
* 调度器内部任务记录
*/
interface ScheduledJob {
/** 任务执行间隔(毫秒) */
intervalMs: number
/** 任务函数 */
job: Job
/** 上次执行时间 */
lastRun: number
}
/**
* 调度器接口
* 用于管理低频任务(如成就检查、外交清理、自动保存等)
*/
export interface Scheduler {
/** 注册一个定时任务 */
every(ms: number, job: Job): void
/** 每 tick 调用,检查并执行到期的任务 */
tick(now: number): void
/** 清除所有任务 */
clear(): void
}
/**
* 创建调度器
* 用于管理不需要每秒运行的低频任务
*/
export const createScheduler = (): Scheduler => {
const jobs: ScheduledJob[] = []
const every = (ms: number, job: Job): void => {
jobs.push({
intervalMs: ms,
job,
lastRun: 0 // 初始为0确保首次 tick 时立即执行
})
}
const tick = (now: number): void => {
jobs.forEach(scheduledJob => {
const elapsed = now - scheduledJob.lastRun
if (elapsed >= scheduledJob.intervalMs) {
scheduledJob.job()
scheduledJob.lastRun = now
}
})
}
const clear = (): void => {
jobs.length = 0
}
return {
every,
tick,
clear
}
}

107
src/services/tickContext.ts Normal file
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import type { useGameStore } from '@/stores/gameStore'
import type { useUniverseStore } from '@/stores/universeStore'
import type { useNPCStore } from '@/stores/npcStore'
import type { Locale } from '@/locales'
import type { DirtyFlags } from '@/logic/dirtyFlags'
import type { Profiler } from './profiler'
import { profiler as globalProfiler } from './profiler'
/**
* 翻译函数类型
*/
export type TranslateFn = (key: string, params?: Record<string, string | number>) => string
/**
* 通知回调类型
*/
export type NotifyFn = (message: string, type?: 'info' | 'success' | 'warning' | 'error') => void
/**
* 解锁项目类型
*/
export interface UnlockedItem {
type: 'building' | 'technology'
id: string
name: string
}
/**
* 解锁通知回调类型
*/
export type NotifyUnlockFn = (unlockedItems: UnlockedItem[]) => void
/**
* Tick 上下文接口
* 集中管理所有 tick 逻辑需要的依赖,避免分散的 imports
*/
export interface TickContext {
// 时间信息
now: number
deltaMs: number
gameSpeed: number
// Stores具体类型化
gameStore: ReturnType<typeof useGameStore>
universeStore: ReturnType<typeof useUniverseStore>
npcStore: ReturnType<typeof useNPCStore>
// 国际化
locale: Locale
t: TranslateFn
// 通知服务
notify: NotifyFn
notifyUnlock: NotifyUnlockFn
// 性能优化:脏标志
dirtyFlags: DirtyFlags
// 性能分析器(仅开发环境有效)
profiler: Profiler
}
/**
* 创建 TickContext 的选项
*/
export interface CreateTickContextOptions {
gameStore: ReturnType<typeof useGameStore>
universeStore: ReturnType<typeof useUniverseStore>
npcStore: ReturnType<typeof useNPCStore>
t: TranslateFn
notify?: NotifyFn
notifyUnlock?: NotifyUnlockFn
dirtyFlags: DirtyFlags
}
/**
* 创建 Tick 上下文
*/
export const createTickContext = (options: CreateTickContextOptions, now: number, deltaMs: number): TickContext => {
const { gameStore, universeStore, npcStore, t, dirtyFlags } = options
return {
// 时间信息
now,
deltaMs,
gameSpeed: gameStore.gameSpeed,
// Stores
gameStore,
universeStore,
npcStore,
// 国际化
locale: gameStore.locale,
t,
// 通知服务(提供默认空实现)
notify: options.notify ?? (() => {}),
notifyUnlock: options.notifyUnlock ?? (() => {}),
// 性能优化:脏标志
dirtyFlags,
// 性能分析器
profiler: globalProfiler
}
}

186
src/services/timeSource.ts Normal file
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/**
* 时间源服务
* 提供稳定的时间源,处理离线/标签页不活跃场景
* 防止时间跳跃导致的资源溢出或其他异常
*/
/**
* 时间源接口
*/
export interface TimeSource {
/** 获取当前时间戳(毫秒) */
now(): number
/** 获取上次记录的时间 */
getLastTime(): number
/** 更新上次时间记录 */
setLastTime(time: number): void
/** 计算并返回安全的 deltaMs已限制最大值 */
getDeltaMs(currentTime: number): number
/** 检查是否需要追赶(离线时间过长) */
needsCatchUp(currentTime: number): boolean
/** 获取待追赶的时间(毫秒) */
getPendingCatchUp(): number
/** 消耗一部分追赶时间 */
consumeCatchUp(amount: number): void
/** 重置追赶时间 */
resetCatchUp(): void
}
/**
* 时间源配置
*/
export interface TimeSourceConfig {
/** 单次 tick 最大 deltaMs默认 60 秒) */
maxDeltaMs: number
/** 触发追赶模式的阈值(默认 5 分钟) */
catchUpThreshold: number
/** 每次追赶的时间量(默认 60 秒) */
catchUpChunkSize: number
/** 是否启用追赶模式(默认 true */
enableCatchUp: boolean
/** 最大追赶时间(默认 24 小时,防止离线太久导致资源爆炸) */
maxCatchUpTime: number
}
/**
* 默认配置
*/
const DEFAULT_CONFIG: TimeSourceConfig = {
maxDeltaMs: 60 * 1000, // 60 秒
catchUpThreshold: 5 * 60 * 1000, // 5 分钟
catchUpChunkSize: 60 * 1000, // 60 秒
enableCatchUp: true,
maxCatchUpTime: 24 * 60 * 60 * 1000 // 24 小时
}
/**
* 创建时间源
* @param config 可选配置
*/
export const createTimeSource = (config?: Partial<TimeSourceConfig>): TimeSource => {
const cfg: TimeSourceConfig = { ...DEFAULT_CONFIG, ...config }
let lastTime = Date.now()
let pendingCatchUp = 0
/**
* 获取当前时间戳
*/
const now = (): number => {
return Date.now()
}
/**
* 获取上次记录的时间
*/
const getLastTime = (): number => {
return lastTime
}
/**
* 设置上次时间记录
*/
const setLastTime = (time: number): void => {
lastTime = time
}
/**
* 计算安全的 deltaMs
* - 限制最大值防止时间跳跃
* - 将超出部分存入追赶队列
*/
const getDeltaMs = (currentTime: number): number => {
const rawDelta = currentTime - lastTime
// 负值处理(系统时间被调整)
if (rawDelta < 0) {
console.warn('[TimeSource] 检测到负 delta可能是系统时间被调整')
lastTime = currentTime
return 0
}
// 如果 delta 超过阈值,启用追赶模式
if (cfg.enableCatchUp && rawDelta > cfg.catchUpThreshold) {
// 计算需要追赶的时间(限制最大追赶时间)
const excessTime = rawDelta - cfg.maxDeltaMs
pendingCatchUp = Math.min(pendingCatchUp + excessTime, cfg.maxCatchUpTime)
// 返回限制后的 delta
lastTime = currentTime
return cfg.maxDeltaMs
}
// 正常情况:限制最大 delta
const clampedDelta = Math.min(rawDelta, cfg.maxDeltaMs)
lastTime = currentTime
return clampedDelta
}
/**
* 检查是否需要追赶
*/
const needsCatchUp = (currentTime: number): boolean => {
if (!cfg.enableCatchUp) return false
return pendingCatchUp > 0 || currentTime - lastTime > cfg.catchUpThreshold
}
/**
* 获取待追赶时间
*/
const getPendingCatchUp = (): number => {
return pendingCatchUp
}
/**
* 消耗追赶时间
*/
const consumeCatchUp = (amount: number): void => {
pendingCatchUp = Math.max(0, pendingCatchUp - amount)
}
/**
* 重置追赶时间
*/
const resetCatchUp = (): void => {
pendingCatchUp = 0
}
return {
now,
getLastTime,
setLastTime,
getDeltaMs,
needsCatchUp,
getPendingCatchUp,
consumeCatchUp,
resetCatchUp
}
}
/**
* 格式化时间差(用于调试/显示)
*/
export const formatTimeDelta = (ms: number): string => {
if (ms < 1000) return `${ms}ms`
if (ms < 60000) return `${(ms / 1000).toFixed(1)}s`
if (ms < 3600000) return `${(ms / 60000).toFixed(1)}m`
return `${(ms / 3600000).toFixed(1)}h`
}
/**
* 计算离线期间应获得的资源比例
* 可以根据离线时间长度给予不同的效率
* @param offlineMs 离线时间(毫秒)
* @returns 效率系数0-1
*/
export const calcOfflineEfficiency = (offlineMs: number): number => {
// 前 1 小时100% 效率
if (offlineMs <= 3600000) return 1.0
// 1-6 小时80% 效率
if (offlineMs <= 6 * 3600000) return 0.8
// 6-24 小时50% 效率
if (offlineMs <= 24 * 3600000) return 0.5
// 超过 24 小时30% 效率
return 0.3
}

View File

@@ -399,8 +399,10 @@
import WebDAVFileListDialog from '@/components/settings/WebDAVFileListDialog.vue'
import { useHints } from '@/composables/useHints'
import { uploadToWebDAV, downloadFromWebDAV } from '@/services/webdavService'
import { createSaveSystem } from '@/services/saveSystem'
const { t } = useI18n()
const saveSystem = createSaveSystem()
const { hintsEnabled, setHintsEnabled, resetHints } = useHints()
const gameStore = useGameStore()
@@ -568,27 +570,10 @@
try {
isExporting.value = true
// 获取游戏数据
const gameData = localStorage.getItem(pkg.name)
// 获取地图数据
const universeData = localStorage.getItem(`${pkg.name}-universe`)
// 获取npc数据
const npcData = localStorage.getItem(`${pkg.name}-npcs`)
if (!gameData) {
toast.error(t('settings.exportFailed'))
return
}
// 合并数据
const exportData = {
game: gameData,
npcs: npcData,
universe: universeData || null
}
// 使用 SaveSystem 导出(带版本号的 SaveEnvelope 格式)
const jsonString = saveSystem.exportSave()
const fileName = `${pkg.name}-${new Date().toISOString().slice(0, 10)}-${Date.now()}.json`
const jsonString = JSON.stringify(exportData, null, 2)
// Android 保存到公共 Downloads 目录
if (Capacitor.isNativePlatform()) {
@@ -643,33 +628,12 @@
const importData = async (file: File) => {
try {
const reader = new FileReader()
reader.onload = e => {
reader.onload = async e => {
try {
const result = e.target?.result
if (typeof result === 'string') {
const importData = JSON.parse(result)
// 兼容旧版本:如果是旧格式(直接是字符串),只导入游戏数据
if (typeof importData === 'string' || !importData.game) {
localStorage.setItem(pkg.name, result)
toast.success(t('settings.importSuccess'))
setTimeout(() => window.location.reload(), 1000)
return
}
// 新格式:分别导入游戏数据和地图数据
if (importData.game) {
localStorage.setItem(pkg.name, importData.game)
}
if (importData.universe) {
localStorage.setItem(`${pkg.name}-universe`, importData.universe)
}
if (importData.npcs) {
localStorage.setItem(`${pkg.name}-npcs`, importData.npcs)
}
// 使用 SaveSystem 导入(支持新旧格式自动转换和迁移)
await saveSystem.importSave(result)
toast.success(t('settings.importSuccess'))
// 延迟刷新页面以让toast显示
setTimeout(() => window.location.reload(), 1000)
@@ -778,24 +742,8 @@
isWebDAVUploading.value = true
try {
// 获取游戏数据
const gameData = localStorage.getItem(pkg.name)
const universeData = localStorage.getItem(`${pkg.name}-universe`)
const npcData = localStorage.getItem(`${pkg.name}-npcs`)
if (!gameData) {
toast.error(t('settings.exportFailed'))
return
}
// 合并数据
const exportData = {
game: gameData,
npcs: npcData,
universe: universeData || null
}
const jsonString = JSON.stringify(exportData, null, 2)
// 使用 SaveSystem 导出(带版本号的 SaveEnvelope 格式)
const jsonString = saveSystem.exportSave()
const result = await uploadToWebDAV(webdavConfig.value, jsonString)
if (result.success) {
@@ -829,25 +777,10 @@
showConfirmDialog.value = true
gameStore.isPaused = true
confirmCallback = () => {
confirmCallback = async () => {
try {
const importData = JSON.parse(result.data!)
// 兼容旧版本格式
if (typeof importData === 'string' || !importData.game) {
localStorage.setItem(pkg.name, result.data!)
} else {
if (importData.game) {
localStorage.setItem(pkg.name, importData.game)
}
if (importData.universe) {
localStorage.setItem(`${pkg.name}-universe`, importData.universe)
}
if (importData.npcs) {
localStorage.setItem(`${pkg.name}-npcs`, importData.npcs)
}
}
// 使用 SaveSystem 导入(支持新旧格式自动转换和迁移)
await saveSystem.importSave(result.data!)
toast.success(t('settings.importSuccess'))
setTimeout(() => window.location.reload(), 1000)
} catch (error) {

View File

@@ -5,8 +5,9 @@
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'
import type { BattleSideData, BattleSimulationResult } from '@/types/worker'
import type { WorkerRequest, WorkerResponse } from './types'
import { WorkerMessageType } from './types'
// 战斗单位接口
interface CombatUnit {
@@ -420,7 +421,7 @@ const calculateDebrisField = (
// Worker 消息处理
// ============================================================================
self.onmessage = (event: MessageEvent<WorkerRequestMessage>) => {
self.onmessage = (event: MessageEvent<WorkerRequest>) => {
const { id, type, payload } = event.data
try {
@@ -467,19 +468,17 @@ self.onmessage = (event: MessageEvent<WorkerRequestMessage>) => {
}
// 发送成功响应
const response: WorkerResponseMessage = {
const response: WorkerResponse = {
id,
type: WorkerMessageType.SUCCESS,
success: true,
data: result
ok: true,
payload: result
}
self.postMessage(response)
} catch (error) {
// 发送错误响应
const response: WorkerResponseMessage = {
const response: WorkerResponse = {
id,
type: WorkerMessageType.ERROR,
success: false,
ok: false,
error: error instanceof Error ? error.message : String(error)
}
self.postMessage(response)

44
src/workers/types.ts Normal file
View File

@@ -0,0 +1,44 @@
/**
* Worker 通用类型定义
* 统一的请求/响应格式
*/
/**
* Worker 请求消息
* @template T - payload 类型
*/
export interface WorkerRequest<T = unknown> {
/** 唯一消息 ID */
id: string
/** 消息类型 */
type: string
/** 请求载荷 */
payload: T
}
/**
* Worker 响应消息
* @template T - payload 类型
*/
export interface WorkerResponse<T = unknown> {
/** 对应请求的消息 ID */
id: string
/** 是否成功 */
ok: boolean
/** 响应载荷(成功时) */
payload?: T
/** 错误信息(失败时) */
error?: string
}
/**
* Worker 消息类型枚举
*/
export const WorkerMessageType = {
// 战斗模拟相关
SIMULATE_BATTLE: 'SIMULATE_BATTLE',
CALCULATE_PLUNDER: 'CALCULATE_PLUNDER',
CALCULATE_DEBRIS: 'CALCULATE_DEBRIS'
} as const
export type WorkerMessageType = (typeof WorkerMessageType)[keyof typeof WorkerMessageType]

View File

@@ -2,8 +2,8 @@
* 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 type { WorkerRequest, WorkerResponse, WorkerMessageType } from './types'
import { WorkerMessageType as MsgType } from './types'
import { toRaw } from 'vue'
import BattleWorker from './battle.worker?worker'
@@ -53,7 +53,7 @@ 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
private readonly defaultTimeout = 10000 // 10秒超时
/**
* 初始化战斗 Worker
@@ -69,8 +69,8 @@ class WorkerManager {
* 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
worker.onmessage = (event: MessageEvent<WorkerResponse>) => {
const { id, ok, payload, error } = event.data
const task = this.pendingTasks.get(id)
if (!task) {
@@ -87,8 +87,8 @@ class WorkerManager {
this.pendingTasks.delete(id)
// 处理响应
if (success) {
task.resolve(data)
if (ok) {
task.resolve(payload)
} else {
task.reject(new Error(error || 'Worker task failed'))
}
@@ -157,7 +157,7 @@ class WorkerManager {
})
// 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) }
const message: WorkerRequest = { id, type, payload: toPlainObject(payload) }
worker.postMessage(message)
})
}