From 690e6cbbf5019a887441ba71164cc32004dedc70 Mon Sep 17 00:00:00 2001 From: lpj <81079318+yruh@users.noreply.github.com> Date: Wed, 17 Dec 2025 22:15:58 +0800 Subject: [PATCH 1/2] =?UTF-8?q?fix:=20=E5=90=8C=E6=AD=A5=20gameSpeed=20?= =?UTF-8?q?=E5=80=8D=E7=8E=87=E5=B1=95=E7=A4=BA=E5=B9=B6=E4=BF=AE=E5=A4=8D?= =?UTF-8?q?=E7=A7=BB=E5=8A=A8=E7=AB=AF=E8=B5=84=E6=BA=90=E6=A0=8F=E9=81=AE?= =?UTF-8?q?=E6=8C=A1?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 顶部资源栏/概览页:产量、能耗、明细按 gameSpeed 统一缩放,避免显示与实际产出不一致 - 支持 gameSpeed=0:避免 “|| 1” 抹掉 0,并在循环间隔计算中规避除 0 - 修复移动端资源横向滚动时被菜单按钮遮挡(min-w-0/overflow-hidden + 对齐规则) --- src/App.vue | 86 +++++++++++++++++++++----------------- src/logic/publicLogic.ts | 6 ++- src/logic/resourceLogic.ts | 61 +++++++++++++++++---------- src/utils/speed.ts | 28 +++++++++++++ src/views/OverviewView.vue | 11 +++-- src/views/SettingsView.vue | 6 +-- 6 files changed, 129 insertions(+), 69 deletions(-) create mode 100644 src/utils/speed.ts diff --git a/src/App.vue b/src/App.vue index d801e99..0ab5e89 100644 --- a/src/App.vue +++ b/src/App.vue @@ -200,41 +200,49 @@ - -
-
- -
- - - - -
-
-
+ + +
+
+
+ +
+ + + + +
+
+
+
@@ -407,6 +415,7 @@ 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, @@ -1209,7 +1218,7 @@ 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() @@ -1410,11 +1419,12 @@ 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(() => { @@ -1427,7 +1437,7 @@ // 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/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..42dc32f 100644 --- a/src/logic/resourceLogic.ts +++ b/src/logic/resourceLogic.ts @@ -249,7 +249,8 @@ 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 +436,56 @@ 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 +493,7 @@ 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 +502,24 @@ 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/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') }}

-
-
+
+
- {{ gameStore.gameSpeed || 1 }}x + {{ gameStore.gameSpeed }}x
From 6813456d12067540cea9270ef6aa3127b687df81 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=B0=A6=E5=90=9B?= <73606411+setube@users.noreply.github.com> Date: Wed, 17 Dec 2025 23:07:48 +0800 Subject: [PATCH 2/2] =?UTF-8?q?feat:=20=E8=B5=84=E6=BA=90=E4=B8=8E?= =?UTF-8?q?=E8=88=B0=E9=98=9F=E5=AE=89=E5=85=A8=E6=B7=BB=E5=8A=A0=E5=8F=8A?= =?UTF-8?q?=E5=AE=B9=E9=87=8F=E6=A0=A1=E9=AA=8C=E4=BC=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 实现资源和舰队安全添加函数,防止超出仓储/舰队容量时溢出,超出部分自动丢弃。运输、部署、舰队返回等流程统一使用安全添加逻辑。建造队列纳入容量校验,导弹容量校验支持队列中导弹数量。修复NPC舰船建造极端情况下的除零和NaN问题。 --- src/logic/diplomaticLogic.ts | 12 +++-- src/logic/fleetLogic.ts | 87 +++++++++++++++++++++------------- src/logic/fleetStorageLogic.ts | 66 +++++++++++++++++++++++++- src/logic/npcGrowthLogic.ts | 19 ++++---- src/logic/resourceLogic.ts | 38 +++++++++++++++ src/logic/shipLogic.ts | 24 +++++++++- src/logic/shipValidation.ts | 2 +- 7 files changed, 196 insertions(+), 52 deletions(-) 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/resourceLogic.ts b/src/logic/resourceLogic.ts index 42dc32f..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) */ 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' } }