/** * 公共业务逻辑模块 * 提供跨模块共享的通用业务逻辑功能 */ import { BuildingType, TechnologyType } from '@/types/game' import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig } from '@/types/game' import { OfficerType } from '@/types/game' import * as officerLogic from '@/logic/officerLogic' import * as resourceLogic from '@/logic/resourceLogic' /** * 获取特定等级的升级条件 * 合并基础 requirements 和等级门槛 levelRequirements * @param config 建筑或科技配置 * @param targetLevel 目标等级 * @returns 合并后的前置条件 */ export const getLevelRequirements = ( config: BuildingConfig | TechnologyConfig, targetLevel: number ): Partial> => { const requirements: Partial> = {} // 1. 添加基础 requirements(如果存在) if (config.requirements) { Object.assign(requirements, config.requirements) } // 2. 添加等级门槛 requirements(如果存在) if (config.levelRequirements) { // 找出所有小于等于目标等级的门槛 const applicableLevels = Object.keys(config.levelRequirements) .map(Number) .filter(level => level <= targetLevel) .sort((a, b) => a - b) // 依次合并所有适用的等级要求(后面的覆盖前面的) for (const level of applicableLevels) { const levelReqs = config.levelRequirements[level] if (levelReqs) { // 合并要求,取最大值 for (const [key, value] of Object.entries(levelReqs)) { const currentValue = requirements[key as BuildingType | TechnologyType] || 0 requirements[key as BuildingType | TechnologyType] = Math.max(currentValue, value) } } } } return requirements } /** * 检查建造/研发前置条件是否满足 * @param planet 星球对象 * @param technologies 已研究的科技等级 * @param requirements 前置条件要求(建筑等级或科技等级) * @returns 是否满足前置条件 */ export const checkRequirements = ( planet: Planet | undefined, technologies: Partial>, requirements?: Partial> ): boolean => { // 如果星球不存在或没有前置条件,默认返回 true if (!planet || !requirements) return true // 检查所有前置条件 for (const [key, requiredLevel] of Object.entries(requirements)) { // 检查是否为建筑类型 if (Object.values(BuildingType).includes(key as BuildingType)) { const currentLevel = planet.buildings[key as BuildingType] || 0 if (currentLevel < requiredLevel) { return false } } // 检查是否为科技类型 else if (Object.values(TechnologyType).includes(key as TechnologyType)) { const currentLevel = technologies[key as TechnologyType] || 0 if (currentLevel < requiredLevel) { return false } } } return true } /** * 计算星球的资源产量(包含军官加成) * @param planet 星球对象 * @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 => { // 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) } /** * 计算星球的资源存储容量(包含军官加成) * @param planet 星球对象 * @param officers 玩家的军官对象 * @returns 各类资源的最大存储容量 */ export const getResourceCapacity = (planet: Planet, officers: Record): Resources => { // 计算当前激活的军官加成 const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now()) // 根据仓库建筑等级和军官加成计算存储容量 return resourceLogic.calculateResourceCapacity(planet, bonuses.storageCapacityBonus) } /** * 计算最大建造队列数量 * @param planet 星球对象 * @param additionalBuildQueue 军官提供的额外队列数量 * @returns 最大建造队列数量(基础1个 + 纳米工厂等级 + 军官加成,最多10个) */ export const getMaxBuildQueue = (planet: Planet, additionalBuildQueue: number = 0): number => { const naniteFactoryLevel = planet.buildings[BuildingType.NaniteFactory] || 0 return Math.min(1 + naniteFactoryLevel + additionalBuildQueue, 10) } /** * 计算最大研究队列数量 * @param technologies 已研究的科技等级 * @returns 最大研究队列数量(基础1个 + 计算机技术等级,最多10个) */ export const getMaxResearchQueue = (technologies: Partial>): number => { const computerTechLevel = technologies[TechnologyType.ComputerTechnology] || 0 return Math.min(1 + computerTechLevel, 10) } /** * 计算最大舰队任务数量 * @param additionalFleetSlots 军官提供的额外槽位数量 * @returns 最大舰队任务数量(基础1个 + 军官加成,最多10个) */ export const getMaxFleetMissions = (additionalFleetSlots: number = 0): number => { return Math.min(1 + additionalFleetSlots, 10) }