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重构BattleReportDialog和BattleSimulatorView相关静态资源,替换旧版JS/CSS文件,提升界面一致性和交互体验。新增和优化空状态、滚动区域等通用UI组件,移除部分冗余composable,完善多语言内容。引入导弹逻辑,补充版本检测工具,提升整体代码结构和可维护性。
229 lines
7.6 KiB
TypeScript
229 lines
7.6 KiB
TypeScript
import type { Planet, Resources, BuildQueueItem } from '@/types/game'
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import { BuildingType, TechnologyType, ShipType, DefenseType } from '@/types/game'
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import { BUILDINGS } from '@/config/gameConfig'
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import * as pointsLogic from './pointsLogic'
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// 用于生成唯一ID的计数器
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let queueIdCounter = 0
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/**
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* 计算建筑升级成本
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*/
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export const calculateBuildingCost = (buildingType: BuildingType, targetLevel: number): Resources => {
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const config = BUILDINGS[buildingType]
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const multiplier = Math.pow(config.costMultiplier, targetLevel - 1)
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return {
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metal: Math.floor(config.baseCost.metal * multiplier),
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crystal: Math.floor(config.baseCost.crystal * multiplier),
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deuterium: Math.floor(config.baseCost.deuterium * multiplier),
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darkMatter: Math.floor(config.baseCost.darkMatter * multiplier),
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energy: 0
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}
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}
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/**
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* 计算建筑升级时间
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* @param buildingType 建筑类型
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* @param targetLevel 目标等级
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* @param buildingSpeedBonus 指挥官等提供的速度加成百分比
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* @param roboticsFactoryLevel 机器人工厂等级
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* @param naniteFactoryLevel 纳米工厂等级
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*/
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export const calculateBuildingTime = (
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buildingType: BuildingType,
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targetLevel: number,
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buildingSpeedBonus: number = 0,
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roboticsFactoryLevel: number = 0,
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naniteFactoryLevel: number = 0
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): number => {
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const config = BUILDINGS[buildingType]
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const multiplier = Math.pow(config.costMultiplier, targetLevel - 1)
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const baseTime = config.baseTime * multiplier
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// 机器人工厂和纳米工厂的加速:建造时间 / (1 + 机器人工厂等级 + 纳米工厂等级 × 2)
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const factorySpeedDivisor = 1 + roboticsFactoryLevel + naniteFactoryLevel * 2
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// 指挥官等的百分比加成
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const speedMultiplier = 1 - buildingSpeedBonus / 100
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return Math.floor((baseTime / factorySpeedDivisor) * speedMultiplier)
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}
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/**
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* 计算已用空间
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*/
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export const calculateUsedSpace = (planet: Planet): number => {
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let usedSpace = 0
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Object.entries(planet.buildings).forEach(([buildingType, level]) => {
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if (level > 0) {
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const config = BUILDINGS[buildingType as BuildingType]
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usedSpace += config.spaceUsage * level
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}
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})
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return usedSpace
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}
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/**
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* 检查建筑升级条件
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*/
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export const checkBuildingRequirements = (
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buildingType: BuildingType,
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planet: Planet,
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technologies: Partial<Record<TechnologyType, number>>
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): boolean => {
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const config = BUILDINGS[buildingType]
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const requirements = (config as any).requirements
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if (!requirements) return true
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for (const [key, level] of Object.entries(requirements)) {
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const requiredLevel = level as number
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if (Object.values(BuildingType).includes(key as BuildingType)) {
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if ((planet.buildings[key as BuildingType] || 0) < requiredLevel) {
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return false
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}
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} else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
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if ((technologies[key as TechnologyType] || 0) < requiredLevel) {
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return false
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}
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}
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}
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return true
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}
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/**
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* 检查是否有足够空间建造
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*/
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export const checkSpaceAvailable = (planet: Planet, buildingType: BuildingType): boolean => {
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const usedSpace = calculateUsedSpace(planet)
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const buildingConfig = BUILDINGS[buildingType]
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const requiredSpace = buildingConfig.spaceUsage
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return usedSpace + requiredSpace <= planet.maxSpace
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}
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/**
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* 创建建造队列项
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*/
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export const createBuildQueueItem = (buildingType: BuildingType, targetLevel: number, buildTime: number): BuildQueueItem => {
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const now = Date.now()
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queueIdCounter++
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return {
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id: `build_${now}_${queueIdCounter}`,
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type: 'building',
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itemType: buildingType,
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targetLevel,
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startTime: now,
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endTime: now + buildTime * 1000
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}
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}
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/**
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* 处理建造完成
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*/
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export const completeBuildQueue = (
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planet: Planet,
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now: number,
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onPointsEarned?: (points: number, type: 'building' | 'ship' | 'defense', itemType: string, level?: number, quantity?: number) => void
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): void => {
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planet.buildQueue = planet.buildQueue.filter(item => {
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if (now >= item.endTime) {
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// 建造完成
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if (item.type === 'building') {
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const oldLevel = planet.buildings[item.itemType as BuildingType] || 0
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const newLevel = item.targetLevel || 0
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planet.buildings[item.itemType as BuildingType] = newLevel
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// 计算并累积积分
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if (onPointsEarned && newLevel > oldLevel) {
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const points = pointsLogic.calculateBuildingPoints(item.itemType as BuildingType, oldLevel, newLevel)
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onPointsEarned(points, 'building', item.itemType, newLevel)
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}
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} else if (item.type === 'ship') {
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const shipType = item.itemType as ShipType
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const quantity = item.quantity || 0
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planet.fleet[shipType] = (planet.fleet[shipType] || 0) + quantity
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// 计算并累积积分
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if (onPointsEarned && quantity > 0) {
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const points = pointsLogic.calculateShipPoints(shipType, quantity)
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onPointsEarned(points, 'ship', item.itemType, undefined, quantity)
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}
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} else if (item.type === 'defense') {
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const defenseType = item.itemType as DefenseType
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const quantity = item.quantity || 0
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planet.defense[defenseType] = (planet.defense[defenseType] || 0) + quantity
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// 计算并累积积分
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if (onPointsEarned && quantity > 0) {
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const points = pointsLogic.calculateDefensePoints(defenseType, quantity)
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onPointsEarned(points, 'defense', item.itemType, undefined, quantity)
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}
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} else if (item.type === 'demolish') {
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// 拆除完成,降低建筑等级
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// 注意:拆除不会扣除积分,积分只增不减
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const buildingType = item.itemType as BuildingType
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const currentLevel = planet.buildings[buildingType] || 0
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planet.buildings[buildingType] = Math.max(0, currentLevel - 1)
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}
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return false
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}
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return true
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})
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}
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/**
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* 计算拆除返还资源
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* @param buildingType 建筑类型
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* @param currentLevel 当前等级
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* @returns 返还50%的当前等级建造成本
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*/
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export const calculateDemolishRefund = (buildingType: BuildingType, currentLevel: number): Resources => {
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const cost = calculateBuildingCost(buildingType, currentLevel)
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return {
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metal: Math.floor(cost.metal * 0.5),
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crystal: Math.floor(cost.crystal * 0.5),
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deuterium: Math.floor(cost.deuterium * 0.5),
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darkMatter: Math.floor(cost.darkMatter * 0.5),
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energy: 0
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}
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}
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/**
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* 计算拆除时间
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* @param buildingType 建筑类型
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* @param currentLevel 当前等级
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* @param buildingSpeedBonus 建筑速度加成
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* @param roboticsFactoryLevel 机器人工厂等级
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* @param naniteFactoryLevel 纳米工厂等级
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* @returns 拆除时间(建造时间的50%)
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*/
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export const calculateDemolishTime = (
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buildingType: BuildingType,
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currentLevel: number,
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buildingSpeedBonus: number = 0,
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roboticsFactoryLevel: number = 0,
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naniteFactoryLevel: number = 0
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): number => {
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const buildTime = calculateBuildingTime(buildingType, currentLevel, buildingSpeedBonus, roboticsFactoryLevel, naniteFactoryLevel)
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return Math.floor(buildTime * 0.5)
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}
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/**
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* 创建拆除队列项
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* @param buildingType 建筑类型
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* @param currentLevel 当前等级
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* @param demolishTime 拆除时间
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* @returns 拆除队列项
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*/
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export const createDemolishQueueItem = (buildingType: BuildingType, currentLevel: number, demolishTime: number): BuildQueueItem => {
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const now = Date.now()
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queueIdCounter++
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return {
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id: `demolish_${now}_${queueIdCounter}`,
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type: 'demolish',
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itemType: buildingType,
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targetLevel: currentLevel - 1, // 目标等级为当前等级-1
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startTime: now,
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endTime: now + demolishTime * 1000
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}
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}
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