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

@@ -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()