Merge branch 'setube:main' into main

This commit is contained in:
酷曦科技
2025-12-17 23:07:53 +08:00
committed by GitHub
12 changed files with 325 additions and 121 deletions

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@@ -201,11 +201,17 @@
</div> </div>
<!-- 资源显示 - PC端居中移动端可折叠 --> <!-- 资源显示 - PC端居中移动端可折叠 -->
<!-- 关键min-w-0 + overflow-hidden避免横向滚动内容溢出覆盖左侧菜单按钮 -->
<div class="min-w-0 overflow-hidden">
<div <div
class="resource-bar flex items-center gap-3 sm:gap-6 justify-center" class="resource-bar flex items-center gap-3 sm:gap-6 justify-start sm:justify-center"
:class="resourceBarExpanded ? 'hidden' : 'overflow-x-auto'" :class="resourceBarExpanded ? 'hidden' : 'overflow-x-auto'"
> >
<div v-for="resourceType in resourceTypes" :key="resourceType.key" class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0"> <div
v-for="resourceType in resourceTypes"
:key="resourceType.key"
class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0"
>
<ResourceIcon :type="resourceType.key" size="md" /> <ResourceIcon :type="resourceType.key" size="md" />
<div class="min-w-0"> <div class="min-w-0">
<!-- 电力显示净产量和效率 --> <!-- 电力显示净产量和效率 -->
@@ -226,7 +232,8 @@
class="text-xs sm:text-sm font-medium truncate" class="text-xs sm:text-sm font-medium truncate"
:class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)" :class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)"
> >
{{ formatNumber(planet.resources[resourceType.key]) }} / {{ formatNumber(capacity?.[resourceType.key] || 0) }} {{ formatNumber(planet.resources[resourceType.key]) }} /
{{ formatNumber(capacity?.[resourceType.key] || 0) }}
</p> </p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate"> <p class="text-[10px] sm:text-xs text-muted-foreground truncate">
+{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{ t('resources.perMinute') }} +{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{ t('resources.perMinute') }}
@@ -235,6 +242,7 @@
</div> </div>
</div> </div>
</div> </div>
</div>
<!-- 右侧展开按钮仅移动端 + 状态 --> <!-- 右侧展开按钮仅移动端 + 状态 -->
<div class="flex items-center gap-2 sm:gap-3 flex-shrink-0 justify-end"> <div class="flex items-center gap-2 sm:gap-3 flex-shrink-0 justify-end">
@@ -428,6 +436,7 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck' import type { VersionInfo } from '@/utils/versionCheck'
import { formatNumber, getResourceColor } from '@/utils/format' import { formatNumber, getResourceColor } from '@/utils/format'
import { getGameLoopIntervalMs, scaleNumber, scaleResources } from '@/utils/speed'
import { import {
Moon, Moon,
Sun, Sun,
@@ -1232,7 +1241,7 @@
clearInterval(gameLoop) clearInterval(gameLoop)
} }
// 根据游戏速度计算间隔时间 // 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 // 启动新的游戏循环
gameLoop = setInterval(() => { gameLoop = setInterval(() => {
updateGame() updateGame()
@@ -1433,11 +1442,12 @@
if (!planet.value) return null if (!planet.value) return null
const now = Date.now() const now = Date.now()
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now) const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
return resourceLogic.calculateResourceProduction(planet.value, { const base = resourceLogic.calculateResourceProduction(planet.value, {
resourceProductionBonus: bonuses.resourceProductionBonus, resourceProductionBonus: bonuses.resourceProductionBonus,
darkMatterProductionBonus: bonuses.darkMatterProductionBonus, darkMatterProductionBonus: bonuses.darkMatterProductionBonus,
energyProductionBonus: bonuses.energyProductionBonus energyProductionBonus: bonuses.energyProductionBonus
}) })
return scaleResources(base, gameStore.gameSpeed)
}) })
const capacity = computed(() => { const capacity = computed(() => {
@@ -1450,7 +1460,7 @@
// 电力消耗 // 电力消耗
const energyConsumption = computed(() => { const energyConsumption = computed(() => {
if (!planet.value) return 0 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) // 净电力(产量 - 消耗)

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@@ -6,6 +6,8 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import { locales, type Locale } from '@/locales' import { locales, type Locale } from '@/locales'
import * as resourceLogic from './resourceLogic'
import * as officerLogic from './officerLogic'
import type { import type {
DiplomaticRelation, DiplomaticRelation,
RelationStatus, RelationStatus,
@@ -783,14 +785,14 @@ export const handleNPCGiftToPlayer = (npc: NPC, player: Player, giftResources: R
* @param locale 语言代码 * @param locale 语言代码
*/ */
export const acceptNPCGift = (player: Player, npc: NPC, giftNotification: GiftNotification, locale: Locale): void => { 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) { if (player.planets && player.planets.length > 0) {
const mainPlanet = player.planets[0] const mainPlanet = player.planets[0]
if (mainPlanet) { if (mainPlanet) {
mainPlanet.resources.metal += giftNotification.resources.metal // 计算军官加成
mainPlanet.resources.crystal += giftNotification.resources.crystal const bonuses = officerLogic.calculateActiveBonuses(player.officers, Date.now())
mainPlanet.resources.deuterium += giftNotification.resources.deuterium // 使用安全添加函数,超出容量的资源会丢失
mainPlanet.resources.darkMatter += giftNotification.resources.darkMatter resourceLogic.addResourcesSafely(mainPlanet, giftNotification.resources, bonuses.storageCapacityBonus)
} }
} }

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@@ -6,6 +6,9 @@ import * as battleLogic from './battleLogic'
import * as moonLogic from './moonLogic' import * as moonLogic from './moonLogic'
import * as moonValidation from './moonValidation' import * as moonValidation from './moonValidation'
import * as diplomaticLogic from './diplomaticLogic' 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 * 计算两个星球之间的距离
@@ -78,8 +81,9 @@ export const processTransportArrival = (
targetPlanet: Planet | undefined, targetPlanet: Planet | undefined,
player?: Player, player?: Player,
allNpcs?: NPC[], allNpcs?: NPC[],
locale: Locale = 'zh-CN' locale: Locale = 'zh-CN',
): { success: boolean; reputationGain?: number } => { storageCapacityBonus: number = 0
): { success: boolean; reputationGain?: number; overflow?: Resources } => {
// 检查是否是赠送任务 // 检查是否是赠送任务
if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) { if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId) const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
@@ -101,13 +105,15 @@ export const processTransportArrival = (
// 正常运输任务 // 正常运输任务
if (targetPlanet) { if (targetPlanet) {
targetPlanet.resources.metal += mission.cargo.metal // 使用安全添加函数,防止资源溢出
targetPlanet.resources.crystal += mission.cargo.crystal const result = resourceLogic.addResourcesSafely(targetPlanet, mission.cargo, storageCapacityBonus)
targetPlanet.resources.deuterium += mission.cargo.deuterium
targetPlanet.resources.darkMatter += mission.cargo.darkMatter
mission.status = 'returning' 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.status = 'returning'
mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 } 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<DefenseType, number> targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
// 扣除掠夺的资源 // 扣除掠夺的资源(防止下溢到负数)
targetPlanet.resources.metal -= battleResult.plunder.metal targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal)
targetPlanet.resources.crystal -= battleResult.plunder.crystal targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal)
targetPlanet.resources.deuterium -= battleResult.plunder.deuterium targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium)
mission.status = 'returning' mission.status = 'returning'
@@ -519,18 +525,28 @@ export const processSpyArrival = (
/** /**
* 处理部署任务到达 * 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<TechnologyType, number>
): { success: boolean; overflow?: Partial<Record<ShipType, number>> } => {
if (!targetPlanet || targetPlanet.ownerId !== playerId) { if (!targetPlanet || targetPlanet.ownerId !== playerId) {
mission.status = 'returning' mission.status = 'returning'
return false return { success: false }
} }
for (const [shipType, count] of Object.entries(mission.fleet)) { // 使用安全添加函数,防止舰队仓储溢出
targetPlanet.fleet[shipType as ShipType] += count 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 // 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 * 处理舰队任务返回
*/ */
export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => { export const processFleetReturn = (
// 舰船返回 mission: FleetMission,
Object.entries(mission.fleet).forEach(([shipType, count]) => { originPlanet: Planet,
if (count > 0) { technologies: Record<TechnologyType, number>,
originPlanet.fleet[shipType as ShipType] += count 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) // 资源返回(掠夺物或运输货物)- 使用安全添加函数
originPlanet.resources.metal += mission.cargo.metal resourceLogic.addResourcesSafely(originPlanet, mission.cargo, storageCapacityBonus)
originPlanet.resources.crystal += mission.cargo.crystal // 注意:如果资源仓储溢出,超出部分会丢失(这是合理的惩罚)
originPlanet.resources.deuterium += mission.cargo.deuterium
originPlanet.resources.darkMatter += mission.cargo.darkMatter
} }
/** /**
@@ -743,6 +759,9 @@ export const updateFleetMissions = async (
// 获取所有星球列表(用于月球生成检查) // 获取所有星球列表(用于月球生成检查)
const allPlanets = Array.from(planets.values()) 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 // 使用 for...of 以支持 await
for (const mission of missions) { for (const mission of missions) {
@@ -755,7 +774,7 @@ export const updateFleetMissions = async (
switch (mission.missionType) { switch (mission.missionType) {
case MissionType.Transport: case MissionType.Transport:
processTransportArrival(mission, targetPlanet, attacker, allNpcs) processTransportArrival(mission, targetPlanet, attacker, allNpcs, locale, storageCapacityBonus)
break break
case MissionType.Attack: { case MissionType.Attack: {
@@ -808,8 +827,8 @@ export const updateFleetMissions = async (
break break
case MissionType.Deploy: case MissionType.Deploy:
const deployed = processDeployArrival(mission, targetPlanet, attacker.id) const deployed = processDeployArrival(mission, targetPlanet, attacker.id, attacker.technologies)
if (deployed) { if (deployed.success && !deployed.overflow) {
completedMissions.push(mission.id) completedMissions.push(mission.id)
} }
break break
@@ -858,7 +877,7 @@ export const updateFleetMissions = async (
if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) { if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
// 舰队返回 // 舰队返回
if (originPlanet) { if (originPlanet) {
processFleetReturn(mission, originPlanet) processFleetReturn(mission, originPlanet, attacker.technologies, storageCapacityBonus)
} }
completedMissions.push(mission.id) completedMissions.push(mission.id)
} }

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@@ -52,6 +52,26 @@ export const calculateMaxFleetStorage = (planet: Planet, technologies: Record<Te
return maxStorage return maxStorage
} }
/**
* 计算建造队列中的舰船仓储使用量
* @param buildQueue 建造队列
* @returns 队列中舰船的仓储使用量
*/
export const calculateQueueFleetStorageUsage = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): 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 * 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 * @param planet 星球对象
@@ -67,10 +87,11 @@ export const hasEnoughFleetStorage = (
technologies: Record<TechnologyType, number> technologies: Record<TechnologyType, number>
): boolean => { ): boolean => {
const currentUsage = calculateFleetStorageUsage(planet.fleet) const currentUsage = calculateFleetStorageUsage(planet.fleet)
const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue)
const maxStorage = calculateMaxFleetStorage(planet, technologies) const maxStorage = calculateMaxFleetStorage(planet, technologies)
const newShipUsage = SHIPS[shipType].storageUsage * quantity 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) 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<Record<ShipType, number>>,
technologies: Record<TechnologyType, number>
): { added: Partial<Record<ShipType, number>>; overflow: Partial<Record<ShipType, number>> } => {
const maxStorage = calculateMaxFleetStorage(planet, technologies)
let currentUsage = calculateFleetStorageUsage(planet.fleet)
const added: Partial<Record<ShipType, number>> = {}
const overflow: Partial<Record<ShipType, number>> = {}
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 }
}

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@@ -384,15 +384,16 @@ export const autoBuildNPCFleet = (npc: NPC): void => {
if (!canBuild) continue if (!canBuild) continue
// 根据难度和当前资源决定建造数量 // 根据难度和当前资源决定建造数量(防止除零)
const maxAffordable = Math.floor( const metalAffordable = shipConfig.cost.metal > 0 ? planet.resources.metal / shipConfig.cost.metal : Infinity
Math.min( const crystalAffordable = shipConfig.cost.crystal > 0 ? planet.resources.crystal / shipConfig.cost.crystal : Infinity
planet.resources.metal / shipConfig.cost.metal, const deuteriumAffordable = shipConfig.cost.deuterium > 0 ? planet.resources.deuterium / shipConfig.cost.deuterium : Infinity
planet.resources.crystal / shipConfig.cost.crystal, const darkMatterAffordable = shipConfig.cost.darkMatter > 0 ? planet.resources.darkMatter / shipConfig.cost.darkMatter : Infinity
planet.resources.deuterium / shipConfig.cost.deuterium,
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 // 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) const buildCount = Math.min(maxAffordable, npc.difficulty === 'easy' ? 5 : npc.difficulty === 'medium' ? 10 : 20)

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@@ -8,6 +8,7 @@ import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig } fro
import { OfficerType } from '@/types/game' import { OfficerType } from '@/types/game'
import * as officerLogic from '@/logic/officerLogic' import * as officerLogic from '@/logic/officerLogic'
import * as resourceLogic from '@/logic/resourceLogic' import * as resourceLogic from '@/logic/resourceLogic'
import { scaleResources } from '@/utils/speed'
/** /**
* 获取特定等级的升级条件 * 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 * @param officers 玩家的军官对象
* @returns 每小时各类资源的产量 * @returns 每小时各类资源的产量
*/ */
export const getResourceProduction = (planet: Planet, officers: Record<OfficerType, Officer>): Resources => { export const getResourceProduction = (planet: Planet, officers: Record<OfficerType, Officer>, resourceSpeed: number = 1): Resources => {
// 计算当前激活的军官加成 // 计算当前激活的军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now()) const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 根据建筑等级和军官加成计算资源产量 // 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)
} }
/** /**

View File

@@ -194,6 +194,44 @@ export const addResources = (currentResources: Resources, amount: Resources): vo
currentResources.darkMatter += amount.darkMatter 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<keyof Resources> = ['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 * 资源产量详细信息用于UI展示
*/ */
@@ -249,7 +287,8 @@ export interface ConsumptionDetail {
export const calculateProductionBreakdown = ( export const calculateProductionBreakdown = (
planet: Planet, planet: Planet,
officers: Record<OfficerType, Officer>, officers: Record<OfficerType, Officer>,
currentTime: number currentTime: number,
resourceSpeed: number = 1
): ProductionBreakdown => { ): ProductionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0 const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
@@ -435,42 +474,56 @@ export const calculateProductionBreakdown = (
const energyFinal = energyBase * (1 + totalEnergyBonus / 100) 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 { return {
metal: { metal: {
baseProduction: metalBase, baseProduction: metalBase * speed,
buildingLevel: metalMineLevel, buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine', buildingName: 'buildings.metalMine',
bonuses: metalBonuses, bonuses: scaleBonuses(metalBonuses),
finalProduction: metalFinal finalProduction: metalFinal * speed
}, },
crystal: { crystal: {
baseProduction: crystalBase, baseProduction: crystalBase * speed,
buildingLevel: crystalMineLevel, buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine', buildingName: 'buildings.crystalMine',
bonuses: crystalBonuses, bonuses: scaleBonuses(crystalBonuses),
finalProduction: crystalFinal finalProduction: crystalFinal * speed
}, },
deuterium: { deuterium: {
baseProduction: deuteriumBase, baseProduction: deuteriumBase * speed,
buildingLevel: deuteriumSynthesizerLevel, buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer', buildingName: 'buildings.deuteriumSynthesizer',
bonuses: deuteriumBonuses, bonuses: scaleBonuses(deuteriumBonuses),
finalProduction: deuteriumFinal finalProduction: deuteriumFinal * speed
}, },
darkMatter: { darkMatter: {
baseProduction: darkMatterBase, baseProduction: darkMatterBase * speed,
buildingLevel: darkMatterCollectorLevel, buildingLevel: darkMatterCollectorLevel,
buildingName: 'buildings.darkMatterCollector', buildingName: 'buildings.darkMatterCollector',
bonuses: darkMatterBonuses, bonuses: scaleBonuses(darkMatterBonuses),
finalProduction: darkMatterFinal finalProduction: darkMatterFinal * speed
}, },
energy: { energy: {
baseProduction: energyBase, baseProduction: energyBase * speed,
buildingLevel: solarPlantLevel, buildingLevel: solarPlantLevel,
buildingName: 'buildings.solarPlant', buildingName: 'buildings.solarPlant',
bonuses: energyBonuses, bonuses: scaleBonuses(energyBonuses),
finalProduction: energyFinal, finalProduction: energyFinal * speed,
sources: energySources sources: scaleSources(energySources)
} }
} }
} }
@@ -478,7 +531,7 @@ export const calculateProductionBreakdown = (
/** /**
* 计算能量消耗详细breakdown * 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 metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 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 crystalConsumption = crystalMineLevel * 10 * Math.pow(1.1, crystalMineLevel)
const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel) const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel)
const speed = resourceSpeed
return { return {
metalMine: { metalMine: {
buildingLevel: metalMineLevel, buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine', buildingName: 'buildings.metalMine',
consumption: metalConsumption consumption: metalConsumption * speed
}, },
crystalMine: { crystalMine: {
buildingLevel: crystalMineLevel, buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine', buildingName: 'buildings.crystalMine',
consumption: crystalConsumption consumption: crystalConsumption * speed
}, },
deuteriumSynthesizer: { deuteriumSynthesizer: {
buildingLevel: deuteriumSynthesizerLevel, buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer', buildingName: 'buildings.deuteriumSynthesizer',
consumption: deuteriumConsumption consumption: deuteriumConsumption * speed
}, },
total: metalConsumption + crystalConsumption + deuteriumConsumption total: (metalConsumption + crystalConsumption + deuteriumConsumption) * speed
} }
} }

View File

@@ -173,6 +173,24 @@ export const calculateCurrentMissileCount = (defense: Partial<Record<DefenseType
return interplanetaryMissiles + antiBallisticMissiles return interplanetaryMissiles + antiBallisticMissiles
} }
/**
* 计算建造队列中的导弹总数
*/
export const calculateQueueMissileCount = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): 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 * 检查导弹容量限制
*/ */
@@ -180,7 +198,8 @@ export const checkMissileSiloLimit = (
defenseType: DefenseType, defenseType: DefenseType,
currentDefense: Partial<Record<DefenseType, number>>, currentDefense: Partial<Record<DefenseType, number>>,
buildings: Partial<Record<BuildingType, number>>, buildings: Partial<Record<BuildingType, number>>,
quantity: number quantity: number,
buildQueue?: Array<{ type: string; itemType: string; quantity?: number }>
): boolean => { ): boolean => {
// 只对导弹类型进行检查 // 只对导弹类型进行检查
if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) { if (defenseType !== DefenseType.InterplanetaryMissile && defenseType !== DefenseType.AntiBallisticMissile) {
@@ -189,7 +208,8 @@ export const checkMissileSiloLimit = (
const maxCapacity = calculateMissileSiloCapacity(buildings) const maxCapacity = calculateMissileSiloCapacity(buildings)
const currentCount = calculateCurrentMissileCount(currentDefense) const currentCount = calculateCurrentMissileCount(currentDefense)
const newCount = currentCount + quantity const queueCount = buildQueue ? calculateQueueMissileCount(buildQueue) : 0
const newCount = currentCount + queueCount + quantity
return newCount <= maxCapacity return newCount <= maxCapacity
} }

View File

@@ -101,7 +101,7 @@ export const validateDefenseBuild = (
} }
// 导弹发射井容量限制 // 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' } return { valid: false, reason: 'errors.missileSiloLimit' }
} }

28
src/utils/speed.ts Normal file
View File

@@ -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
}

View File

@@ -201,6 +201,7 @@
import { Badge } from '@/components/ui/badge' import { Badge } from '@/components/ui/badge'
import ResourceIcon from '@/components/ResourceIcon.vue' import ResourceIcon from '@/components/ResourceIcon.vue'
import { formatNumber, getResourceColor } from '@/utils/format' import { formatNumber, getResourceColor } from '@/utils/format'
import { scaleNumber } from '@/utils/speed'
import type { Planet } from '@/types/game' import type { Planet } from '@/types/game'
import * as publicLogic from '@/logic/publicLogic' import * as publicLogic from '@/logic/publicLogic'
import * as resourceLogic from '@/logic/resourceLogic' import * as resourceLogic from '@/logic/resourceLogic'
@@ -209,25 +210,27 @@
const { t } = useI18n() const { t } = useI18n()
const { SHIPS } = useGameConfig() const { SHIPS } = useGameConfig()
const planet = computed(() => gameStore.currentPlanet) 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)) const capacity = computed(() => (planet.value ? publicLogic.getResourceCapacity(planet.value, gameStore.player.officers) : null))
// 能量消耗 // 能量消耗
const energyConsumption = computed(() => { const energyConsumption = computed(() => {
if (!planet.value) return 0 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 // 资源产量详细breakdown
const productionBreakdown = computed(() => { const productionBreakdown = computed(() => {
if (!planet.value) return null 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 // 资源消耗详细breakdown
const consumptionBreakdown = computed(() => { const consumptionBreakdown = computed(() => {
if (!planet.value) return null if (!planet.value) return null
return resourceLogic.calculateConsumptionBreakdown(planet.value) return resourceLogic.calculateConsumptionBreakdown(planet.value, gameStore.gameSpeed)
}) })
// 资源类型配置 // 资源类型配置

View File

@@ -68,7 +68,7 @@
<div class="flex items-center gap-2 sm:gap-4 w-full sm:w-auto"> <div class="flex items-center gap-2 sm:gap-4 w-full sm:w-auto">
<div class="flex items-center gap-2 flex-1 sm:flex-initial"> <div class="flex items-center gap-2 flex-1 sm:flex-initial">
<Button @click="decreaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed <= 0.5">-</Button> <Button @click="decreaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed <= 0.5">-</Button>
<span class="min-w-[60px] text-center font-medium">{{ gameStore.gameSpeed || 1 }}x</span> <span class="min-w-[60px] text-center font-medium">{{ gameStore.gameSpeed }}x</span>
<Button @click="increaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed >= 10">+</Button> <Button @click="increaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed >= 10">+</Button>
</div> </div>
<Button @click="resetSpeed" variant="ghost" size="sm">{{ t('settings.reset') }}</Button> <Button @click="resetSpeed" variant="ghost" size="sm">{{ t('settings.reset') }}</Button>