diff --git a/src/App.vue b/src/App.vue
index 2128d45..97c9c14 100644
--- a/src/App.vue
+++ b/src/App.vue
@@ -200,41 +200,49 @@
-
-
@@ -428,6 +436,7 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck'
import { formatNumber, getResourceColor } from '@/utils/format'
+ import { getGameLoopIntervalMs, scaleNumber, scaleResources } from '@/utils/speed'
import {
Moon,
Sun,
@@ -1232,7 +1241,7 @@
clearInterval(gameLoop)
}
// 根据游戏速度计算间隔时间
- const interval = 1000 / (gameStore.gameSpeed || 1)
+ const interval = getGameLoopIntervalMs(gameStore.gameSpeed)
// 启动新的游戏循环
gameLoop = setInterval(() => {
updateGame()
@@ -1433,11 +1442,12 @@
if (!planet.value) return null
const now = Date.now()
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
- return resourceLogic.calculateResourceProduction(planet.value, {
+ const base = resourceLogic.calculateResourceProduction(planet.value, {
resourceProductionBonus: bonuses.resourceProductionBonus,
darkMatterProductionBonus: bonuses.darkMatterProductionBonus,
energyProductionBonus: bonuses.energyProductionBonus
})
+ return scaleResources(base, gameStore.gameSpeed)
})
const capacity = computed(() => {
@@ -1450,7 +1460,7 @@
// 电力消耗
const energyConsumption = computed(() => {
if (!planet.value) return 0
- return resourceLogic.calculateEnergyConsumption(planet.value)
+ return scaleNumber(resourceLogic.calculateEnergyConsumption(planet.value), gameStore.gameSpeed)
})
// 净电力(产量 - 消耗)
diff --git a/src/logic/diplomaticLogic.ts b/src/logic/diplomaticLogic.ts
index c443403..ae01e17 100644
--- a/src/logic/diplomaticLogic.ts
+++ b/src/logic/diplomaticLogic.ts
@@ -6,6 +6,8 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import { locales, type Locale } from '@/locales'
+import * as resourceLogic from './resourceLogic'
+import * as officerLogic from './officerLogic'
import type {
DiplomaticRelation,
RelationStatus,
@@ -783,14 +785,14 @@ export const handleNPCGiftToPlayer = (npc: NPC, player: Player, giftResources: R
* @param locale 语言代码
*/
export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => {
- // 将资源添加到玩家主星球
+ // 将资源添加到玩家主星球(使用安全添加函数防止溢出)
if (player.planets && player.planets.length > 0) {
const mainPlanet = player.planets[0]
if (mainPlanet) {
- mainPlanet.resources.metal += giftNotification.resources.metal
- mainPlanet.resources.crystal += giftNotification.resources.crystal
- mainPlanet.resources.deuterium += giftNotification.resources.deuterium
- mainPlanet.resources.darkMatter += giftNotification.resources.darkMatter
+ // 计算军官加成
+ const bonuses = officerLogic.calculateActiveBonuses(player.officers, Date.now())
+ // 使用安全添加函数,超出容量的资源会丢失
+ resourceLogic.addResourcesSafely(mainPlanet, giftNotification.resources, bonuses.storageCapacityBonus)
}
}
diff --git a/src/logic/fleetLogic.ts b/src/logic/fleetLogic.ts
index 2747a58..36b0732 100644
--- a/src/logic/fleetLogic.ts
+++ b/src/logic/fleetLogic.ts
@@ -6,6 +6,9 @@ import * as battleLogic from './battleLogic'
import * as moonLogic from './moonLogic'
import * as moonValidation from './moonValidation'
import * as diplomaticLogic from './diplomaticLogic'
+import * as resourceLogic from './resourceLogic'
+import * as fleetStorageLogic from './fleetStorageLogic'
+import * as officerLogic from './officerLogic'
/**
* 计算两个星球之间的距离
@@ -78,8 +81,9 @@ export const processTransportArrival = (
targetPlanet: Planet | undefined,
player?: Player,
allNpcs?: NPC[],
- locale: Locale = 'zh-CN'
-): { success: boolean; reputationGain?: number } => {
+ locale: Locale = 'zh-CN',
+ storageCapacityBonus: number = 0
+): { success: boolean; reputationGain?: number; overflow?: Resources } => {
// 检查是否是赠送任务
if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
@@ -101,13 +105,15 @@ export const processTransportArrival = (
// 正常运输任务
if (targetPlanet) {
- targetPlanet.resources.metal += mission.cargo.metal
- targetPlanet.resources.crystal += mission.cargo.crystal
- targetPlanet.resources.deuterium += mission.cargo.deuterium
- targetPlanet.resources.darkMatter += mission.cargo.darkMatter
+ // 使用安全添加函数,防止资源溢出
+ const result = resourceLogic.addResourcesSafely(targetPlanet, mission.cargo, storageCapacityBonus)
mission.status = 'returning'
- mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
- return { success: true }
+
+ // 如果有溢出的资源,保留在cargo中返回给发送者
+ if (result.overflow.metal > 0 || result.overflow.crystal > 0 || result.overflow.deuterium > 0 || result.overflow.darkMatter > 0) {
+ mission.cargo = result.overflow
+ return { success: true, overflow: result.overflow }
+ }
}
mission.status = 'returning'
mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
@@ -178,10 +184,10 @@ export const processAttackArrival = async (
})
targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record
- // 扣除掠夺的资源
- targetPlanet.resources.metal -= battleResult.plunder.metal
- targetPlanet.resources.crystal -= battleResult.plunder.crystal
- targetPlanet.resources.deuterium -= battleResult.plunder.deuterium
+ // 扣除掠夺的资源(防止下溢到负数)
+ targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal)
+ targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal)
+ targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium)
mission.status = 'returning'
@@ -519,18 +525,28 @@ export const processSpyArrival = (
/**
* 处理部署任务到达
*/
-export const processDeployArrival = (mission: FleetMission, targetPlanet: Planet | undefined, playerId: string): boolean => {
+export const processDeployArrival = (
+ mission: FleetMission,
+ targetPlanet: Planet | undefined,
+ playerId: string,
+ technologies: Record
+): { success: boolean; overflow?: Partial> } => {
if (!targetPlanet || targetPlanet.ownerId !== playerId) {
mission.status = 'returning'
- return false
+ return { success: false }
}
- for (const [shipType, count] of Object.entries(mission.fleet)) {
- targetPlanet.fleet[shipType as ShipType] += count
+ // 使用安全添加函数,防止舰队仓储溢出
+ const result = fleetStorageLogic.addFleetSafely(targetPlanet, mission.fleet, technologies)
+ // 如果有溢出的舰船,保留在mission.fleet中返回给发送者
+ const hasOverflow = Object.keys(result.overflow).length > 0
+ if (hasOverflow) {
+ mission.fleet = result.overflow as Fleet
+ mission.status = 'returning'
+ return { success: true, overflow: result.overflow }
}
-
// 部署任务直接完成,不返回
- return true
+ return { success: true }
}
/**
@@ -693,19 +709,19 @@ export const processDestroyArrival = (
/**
* 处理舰队任务返回
*/
-export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => {
- // 舰船返回
- Object.entries(mission.fleet).forEach(([shipType, count]) => {
- if (count > 0) {
- originPlanet.fleet[shipType as ShipType] += count
- }
- })
+export const processFleetReturn = (
+ mission: FleetMission,
+ originPlanet: Planet,
+ technologies: Record,
+ storageCapacityBonus: number
+): void => {
+ // 舰船返回 - 使用安全添加函数
+ fleetStorageLogic.addFleetSafely(originPlanet, mission.fleet, technologies)
+ // 注意:如果舰队仓储溢出,超出部分会丢失(这是合理的惩罚)
- // 资源返回(掠夺物或运输货物)
- originPlanet.resources.metal += mission.cargo.metal
- originPlanet.resources.crystal += mission.cargo.crystal
- originPlanet.resources.deuterium += mission.cargo.deuterium
- originPlanet.resources.darkMatter += mission.cargo.darkMatter
+ // 资源返回(掠夺物或运输货物)- 使用安全添加函数
+ resourceLogic.addResourcesSafely(originPlanet, mission.cargo, storageCapacityBonus)
+ // 注意:如果资源仓储溢出,超出部分会丢失(这是合理的惩罚)
}
/**
@@ -743,6 +759,9 @@ export const updateFleetMissions = async (
// 获取所有星球列表(用于月球生成检查)
const allPlanets = Array.from(planets.values())
+ // 计算军官加成(用于资源容量计算)
+ const bonuses = officerLogic.calculateActiveBonuses(attacker.officers, now)
+ const storageCapacityBonus = bonuses.storageCapacityBonus
// 使用 for...of 以支持 await
for (const mission of missions) {
@@ -755,7 +774,7 @@ export const updateFleetMissions = async (
switch (mission.missionType) {
case MissionType.Transport:
- processTransportArrival(mission, targetPlanet, attacker, allNpcs)
+ processTransportArrival(mission, targetPlanet, attacker, allNpcs, locale, storageCapacityBonus)
break
case MissionType.Attack: {
@@ -808,8 +827,8 @@ export const updateFleetMissions = async (
break
case MissionType.Deploy:
- const deployed = processDeployArrival(mission, targetPlanet, attacker.id)
- if (deployed) {
+ const deployed = processDeployArrival(mission, targetPlanet, attacker.id, attacker.technologies)
+ if (deployed.success && !deployed.overflow) {
completedMissions.push(mission.id)
}
break
@@ -858,7 +877,7 @@ export const updateFleetMissions = async (
if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
// 舰队返回
if (originPlanet) {
- processFleetReturn(mission, originPlanet)
+ processFleetReturn(mission, originPlanet, attacker.technologies, storageCapacityBonus)
}
completedMissions.push(mission.id)
}
diff --git a/src/logic/fleetStorageLogic.ts b/src/logic/fleetStorageLogic.ts
index 44cd507..052d0ec 100644
--- a/src/logic/fleetStorageLogic.ts
+++ b/src/logic/fleetStorageLogic.ts
@@ -52,6 +52,26 @@ export const calculateMaxFleetStorage = (planet: Planet, technologies: Record): number => {
+ let queueUsage = 0
+
+ for (const item of buildQueue) {
+ if (item.type === 'ship') {
+ const shipType = item.itemType as ShipType
+ const quantity = item.quantity || 0
+ const shipConfig = SHIPS[shipType]
+ queueUsage += quantity * shipConfig.storageUsage
+ }
+ }
+
+ return queueUsage
+}
+
/**
* 检查是否有足够的舰队仓储空间建造新舰船
* @param planet 星球对象
@@ -67,10 +87,11 @@ export const hasEnoughFleetStorage = (
technologies: Record
): boolean => {
const currentUsage = calculateFleetStorageUsage(planet.fleet)
+ const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue)
const maxStorage = calculateMaxFleetStorage(planet, technologies)
const newShipUsage = SHIPS[shipType].storageUsage * quantity
- return currentUsage + newShipUsage <= maxStorage
+ return currentUsage + queueUsage + newShipUsage <= maxStorage
}
/**
@@ -93,3 +114,46 @@ export const getMaxBuildableShips = (planet: Planet, shipType: ShipType, technol
return Math.floor(availableStorage / shipStorageUsage)
}
+
+/**
+ * 安全地添加舰船到星球(会检查舰队仓储容量上限)
+ * @param planet 星球对象
+ * @param fleet 要添加的舰船
+ * @param technologies 玩家的科技等级
+ * @returns 实际添加的舰船数量和溢出的舰船数量
+ */
+export const addFleetSafely = (
+ planet: Planet,
+ fleet: Partial>,
+ technologies: Record
+): { added: Partial>; overflow: Partial> } => {
+ const maxStorage = calculateMaxFleetStorage(planet, technologies)
+ let currentUsage = calculateFleetStorageUsage(planet.fleet)
+
+ const added: Partial> = {}
+ const overflow: Partial> = {}
+
+ for (const [shipType, count] of Object.entries(fleet)) {
+ if (count <= 0) continue
+
+ const ship = shipType as ShipType
+ const shipStorageUsage = SHIPS[ship].storageUsage
+
+ // 计算可以添加多少艘(不超过容量上限)
+ const spaceAvailable = Math.max(0, maxStorage - currentUsage)
+ const maxCanAdd = shipStorageUsage > 0 ? Math.floor(spaceAvailable / shipStorageUsage) : count
+ const actuallyAdded = Math.min(count, maxCanAdd)
+ const overflowed = count - actuallyAdded
+ if (actuallyAdded > 0) {
+ planet.fleet[ship] = (planet.fleet[ship] || 0) + actuallyAdded
+ added[ship] = actuallyAdded
+ currentUsage += actuallyAdded * shipStorageUsage
+ }
+
+ if (overflowed > 0) {
+ overflow[ship] = overflowed
+ }
+ }
+
+ return { added, overflow }
+}
diff --git a/src/logic/npcGrowthLogic.ts b/src/logic/npcGrowthLogic.ts
index 35ee74a..77eb4d7 100644
--- a/src/logic/npcGrowthLogic.ts
+++ b/src/logic/npcGrowthLogic.ts
@@ -384,15 +384,16 @@ export const autoBuildNPCFleet = (npc: NPC): void => {
if (!canBuild) continue
- // 根据难度和当前资源决定建造数量
- const maxAffordable = Math.floor(
- Math.min(
- planet.resources.metal / shipConfig.cost.metal,
- planet.resources.crystal / shipConfig.cost.crystal,
- planet.resources.deuterium / shipConfig.cost.deuterium,
- shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
- )
- )
+ // 根据难度和当前资源决定建造数量(防止除零)
+ const metalAffordable = shipConfig.cost.metal > 0 ? planet.resources.metal / shipConfig.cost.metal : Infinity
+ const crystalAffordable = shipConfig.cost.crystal > 0 ? planet.resources.crystal / shipConfig.cost.crystal : Infinity
+ const deuteriumAffordable = shipConfig.cost.deuterium > 0 ? planet.resources.deuterium / shipConfig.cost.deuterium : Infinity
+ const darkMatterAffordable = shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
+
+ const maxAffordable = Math.floor(Math.min(metalAffordable, crystalAffordable, deuteriumAffordable, darkMatterAffordable))
+
+ // 防止NaN或Infinity(如果所有成本都为0的极端情况)
+ if (!Number.isFinite(maxAffordable) || maxAffordable <= 0) continue
// 建造数量:简单1-5艘,中等5-10艘,困难10-20艘
const buildCount = Math.min(maxAffordable, npc.difficulty === 'easy' ? 5 : npc.difficulty === 'medium' ? 10 : 20)
diff --git a/src/logic/publicLogic.ts b/src/logic/publicLogic.ts
index 27b9a3b..dba4fa4 100644
--- a/src/logic/publicLogic.ts
+++ b/src/logic/publicLogic.ts
@@ -8,6 +8,7 @@ import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig } fro
import { OfficerType } from '@/types/game'
import * as officerLogic from '@/logic/officerLogic'
import * as resourceLogic from '@/logic/resourceLogic'
+import { scaleResources } from '@/utils/speed'
/**
* 获取特定等级的升级条件
@@ -93,11 +94,12 @@ export const checkRequirements = (
* @param officers 玩家的军官对象
* @returns 每小时各类资源的产量
*/
-export const getResourceProduction = (planet: Planet, officers: Record): Resources => {
+export const getResourceProduction = (planet: Planet, officers: Record, resourceSpeed: number = 1): Resources => {
// 计算当前激活的军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 根据建筑等级和军官加成计算资源产量
- return resourceLogic.calculateResourceProduction(planet, bonuses)
+ const base = resourceLogic.calculateResourceProduction(planet, bonuses)
+ return scaleResources(base, resourceSpeed)
}
/**
diff --git a/src/logic/resourceLogic.ts b/src/logic/resourceLogic.ts
index 4fe065e..3d0d9f2 100644
--- a/src/logic/resourceLogic.ts
+++ b/src/logic/resourceLogic.ts
@@ -194,6 +194,44 @@ export const addResources = (currentResources: Resources, amount: Resources): vo
currentResources.darkMatter += amount.darkMatter
}
+/**
+ * 安全地添加资源(会检查仓储容量上限)
+ * @param planet 星球对象
+ * @param amount 要添加的资源
+ * @param storageCapacityBonus 仓储容量加成
+ * @returns 实际添加的资源数量和溢出的资源数量
+ */
+export const addResourcesSafely = (
+ planet: Planet,
+ amount: Resources,
+ storageCapacityBonus: number
+): { added: Resources; overflow: Resources } => {
+ const capacity = calculateResourceCapacity(planet, storageCapacityBonus)
+
+ const added: Resources = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
+ const overflow: Resources = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
+
+ // 处理每种资源
+ const resources: Array = ['metal', 'crystal', 'deuterium', 'darkMatter']
+
+ for (const resourceType of resources) {
+ const currentAmount = planet.resources[resourceType]
+ const amountToAdd = amount[resourceType]
+ const maxCapacity = capacity[resourceType]
+
+ // 计算可以添加的量(不超过容量上限)
+ const spaceAvailable = Math.max(0, maxCapacity - currentAmount)
+ const actuallyAdded = Math.min(amountToAdd, spaceAvailable)
+ const overflowed = amountToAdd - actuallyAdded
+
+ planet.resources[resourceType] += actuallyAdded
+ added[resourceType] = actuallyAdded
+ overflow[resourceType] = overflowed
+ }
+
+ return { added, overflow }
+}
+
/**
* 资源产量详细信息(用于UI展示)
*/
@@ -249,7 +287,8 @@ export interface ConsumptionDetail {
export const calculateProductionBreakdown = (
planet: Planet,
officers: Record,
- currentTime: number
+ currentTime: number,
+ resourceSpeed: number = 1
): ProductionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
@@ -435,42 +474,56 @@ export const calculateProductionBreakdown = (
const energyFinal = energyBase * (1 + totalEnergyBonus / 100)
+ const speed = resourceSpeed
+
+ const scaleBonuses = (bonuses: ProductionBonus[]) =>
+ bonuses.map(bonus => ({
+ ...bonus,
+ value: bonus.value * speed
+ }))
+
+ const scaleSources = (sources?: ProductionSource[]) =>
+ sources?.map(source => ({
+ ...source,
+ production: source.production * speed
+ }))
+
return {
metal: {
- baseProduction: metalBase,
+ baseProduction: metalBase * speed,
buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine',
- bonuses: metalBonuses,
- finalProduction: metalFinal
+ bonuses: scaleBonuses(metalBonuses),
+ finalProduction: metalFinal * speed
},
crystal: {
- baseProduction: crystalBase,
+ baseProduction: crystalBase * speed,
buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine',
- bonuses: crystalBonuses,
- finalProduction: crystalFinal
+ bonuses: scaleBonuses(crystalBonuses),
+ finalProduction: crystalFinal * speed
},
deuterium: {
- baseProduction: deuteriumBase,
+ baseProduction: deuteriumBase * speed,
buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer',
- bonuses: deuteriumBonuses,
- finalProduction: deuteriumFinal
+ bonuses: scaleBonuses(deuteriumBonuses),
+ finalProduction: deuteriumFinal * speed
},
darkMatter: {
- baseProduction: darkMatterBase,
+ baseProduction: darkMatterBase * speed,
buildingLevel: darkMatterCollectorLevel,
buildingName: 'buildings.darkMatterCollector',
- bonuses: darkMatterBonuses,
- finalProduction: darkMatterFinal
+ bonuses: scaleBonuses(darkMatterBonuses),
+ finalProduction: darkMatterFinal * speed
},
energy: {
- baseProduction: energyBase,
+ baseProduction: energyBase * speed,
buildingLevel: solarPlantLevel,
buildingName: 'buildings.solarPlant',
- bonuses: energyBonuses,
- finalProduction: energyFinal,
- sources: energySources
+ bonuses: scaleBonuses(energyBonuses),
+ finalProduction: energyFinal * speed,
+ sources: scaleSources(energySources)
}
}
}
@@ -478,7 +531,7 @@ export const calculateProductionBreakdown = (
/**
* 计算能量消耗详细breakdown
*/
-export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakdown => {
+export const calculateConsumptionBreakdown = (planet: Planet, resourceSpeed: number = 1): ConsumptionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0
@@ -487,22 +540,24 @@ export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakd
const crystalConsumption = crystalMineLevel * 10 * Math.pow(1.1, crystalMineLevel)
const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel)
+ const speed = resourceSpeed
+
return {
metalMine: {
buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine',
- consumption: metalConsumption
+ consumption: metalConsumption * speed
},
crystalMine: {
buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine',
- consumption: crystalConsumption
+ consumption: crystalConsumption * speed
},
deuteriumSynthesizer: {
buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer',
- consumption: deuteriumConsumption
+ consumption: deuteriumConsumption * speed
},
- total: metalConsumption + crystalConsumption + deuteriumConsumption
+ total: (metalConsumption + crystalConsumption + deuteriumConsumption) * speed
}
}
diff --git a/src/logic/shipLogic.ts b/src/logic/shipLogic.ts
index 877bd29..55586fb 100644
--- a/src/logic/shipLogic.ts
+++ b/src/logic/shipLogic.ts
@@ -173,6 +173,24 @@ export const calculateCurrentMissileCount = (defense: Partial): number => {
+ let queueMissileCount = 0
+
+ for (const item of buildQueue) {
+ if (item.type === 'defense') {
+ const defenseType = item.itemType as DefenseType
+ if (defenseType === DefenseType.InterplanetaryMissile || defenseType === DefenseType.AntiBallisticMissile) {
+ queueMissileCount += item.quantity || 0
+ }
+ }
+ }
+
+ return queueMissileCount
+}
+
/**
* 检查导弹容量限制
*/
@@ -180,7 +198,8 @@ export const checkMissileSiloLimit = (
defenseType: DefenseType,
currentDefense: Partial>,
buildings: Partial>,
- quantity: number
+ quantity: number,
+ buildQueue?: Array<{ type: string; itemType: string; quantity?: number }>
): boolean => {
// 只对导弹类型进行检查
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
@@ -189,7 +208,8 @@ export const checkMissileSiloLimit = (
const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense)
- const newCount = currentCount + quantity
+ const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
+ const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity
}
diff --git a/src/logic/shipValidation.ts b/src/logic/shipValidation.ts
index 1dbdc52..b1936b7 100644
--- a/src/logic/shipValidation.ts
+++ b/src/logic/shipValidation.ts
@@ -101,7 +101,7 @@ export const validateDefenseBuild = (
}
// 导弹发射井容量限制
- if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity)) {
+ if (!shipLogic.checkMissileSiloLimit(defenseType, planet.defense, planet.buildings, quantity, planet.buildQueue)) {
return { valid: false, reason: 'errors.missileSiloLimit' }
}
diff --git a/src/utils/speed.ts b/src/utils/speed.ts
new file mode 100644
index 0000000..9f516d8
--- /dev/null
+++ b/src/utils/speed.ts
@@ -0,0 +1,28 @@
+import type { Resources } from '@/types/game'
+
+/**
+ * 按倍率缩放一个数值
+ * - 支持合法的 0(例如用于“暂停”)
+ */
+export const scaleNumber = (value: number, multiplier: number): number => value * multiplier
+
+/**
+ * 按倍率缩放 Resources(常用于“每小时产量/消耗”等展示)
+ * - 支持合法的 0(例如用于“暂停”)
+ */
+export const scaleResources = (resources: Resources, multiplier: number): Resources => ({
+ metal: resources.metal * multiplier,
+ crystal: resources.crystal * multiplier,
+ deuterium: resources.deuterium * multiplier,
+ darkMatter: resources.darkMatter * multiplier,
+ energy: resources.energy * multiplier
+})
+
+/**
+ * 计算游戏循环的间隔(毫秒)
+ * - multiplier <= 0 或非有限值时,回退到 baseMs,避免除 0
+ */
+export const getGameLoopIntervalMs = (multiplier: number, baseMs: number = 1000): number => {
+ if (!Number.isFinite(multiplier) || multiplier <= 0) return baseMs
+ return baseMs / multiplier
+}
diff --git a/src/views/OverviewView.vue b/src/views/OverviewView.vue
index 614bdd2..e9d6433 100644
--- a/src/views/OverviewView.vue
+++ b/src/views/OverviewView.vue
@@ -201,6 +201,7 @@
import { Badge } from '@/components/ui/badge'
import ResourceIcon from '@/components/ResourceIcon.vue'
import { formatNumber, getResourceColor } from '@/utils/format'
+ import { scaleNumber } from '@/utils/speed'
import type { Planet } from '@/types/game'
import * as publicLogic from '@/logic/publicLogic'
import * as resourceLogic from '@/logic/resourceLogic'
@@ -209,25 +210,27 @@
const { t } = useI18n()
const { SHIPS } = useGameConfig()
const planet = computed(() => gameStore.currentPlanet)
- const production = computed(() => (planet.value ? publicLogic.getResourceProduction(planet.value, gameStore.player.officers) : null))
+ const production = computed(() =>
+ planet.value ? publicLogic.getResourceProduction(planet.value, gameStore.player.officers, gameStore.gameSpeed) : null
+ )
const capacity = computed(() => (planet.value ? publicLogic.getResourceCapacity(planet.value, gameStore.player.officers) : null))
// 能量消耗
const energyConsumption = computed(() => {
if (!planet.value) return 0
- return resourceLogic.calculateEnergyConsumption(planet.value)
+ return scaleNumber(resourceLogic.calculateEnergyConsumption(planet.value), gameStore.gameSpeed)
})
// 资源产量详细breakdown
const productionBreakdown = computed(() => {
if (!planet.value) return null
- return resourceLogic.calculateProductionBreakdown(planet.value, gameStore.player.officers, Date.now())
+ return resourceLogic.calculateProductionBreakdown(planet.value, gameStore.player.officers, Date.now(), gameStore.gameSpeed)
})
// 资源消耗详细breakdown
const consumptionBreakdown = computed(() => {
if (!planet.value) return null
- return resourceLogic.calculateConsumptionBreakdown(planet.value)
+ return resourceLogic.calculateConsumptionBreakdown(planet.value, gameStore.gameSpeed)
})
// 资源类型配置
diff --git a/src/views/SettingsView.vue b/src/views/SettingsView.vue
index 5c35ddd..e7a27cf 100644
--- a/src/views/SettingsView.vue
+++ b/src/views/SettingsView.vue
@@ -65,10 +65,10 @@
{{ t('settings.gameSpeed') }}
{{ t('settings.gameSpeedDesc') }}
-