Files
ogame-vue-ts/src/logic/buildingValidation.ts
谦君 59dd7bfd05 feat: 重构战报弹窗与模拟器视图,优化UI与逻辑
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。
2025-12-15 20:04:40 +08:00

202 lines
6.3 KiB
TypeScript

import type { Planet, Resources, BuildQueueItem, Officer } from '@/types/game'
import { BuildingType, TechnologyType, OfficerType } from '@/types/game'
import * as buildingLogic from './buildingLogic'
import * as resourceLogic from './resourceLogic'
import * as publicLogic from './publicLogic'
import * as officerLogic from './officerLogic'
import { BUILDINGS } from '@/config/gameConfig'
/**
* 验证建筑升级的所有条件
*/
export const validateBuildingUpgrade = (
planet: Planet,
buildingType: BuildingType,
technologies: Partial<Record<TechnologyType, number>>,
officers: Record<OfficerType, Officer>
): {
valid: boolean
reason?: string
} => {
const currentLevel = planet.buildings[buildingType] || 0
const targetLevel = currentLevel + 1
const cost = buildingLogic.calculateBuildingCost(buildingType, targetLevel)
const buildingConfig = BUILDINGS[buildingType]
// 检查队列中是否已存在该建筑的升级或拆除任务
const existingQueueItem = planet.buildQueue.find(
item => (item.type === 'building' || item.type === 'demolish') && item.itemType === buildingType
)
if (existingQueueItem) {
return { valid: false, reason: 'errors.buildingAlreadyInQueue' }
}
// 检查星球/月球限制
if (buildingConfig.planetOnly && planet.isMoon) {
return { valid: false, reason: 'errors.planetOnly' }
}
if (buildingConfig.moonOnly && !planet.isMoon) {
return { valid: false, reason: 'errors.moonOnly' }
}
// 计算军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 检查建造队列是否已满(只计算建筑类型的队列项)
const maxQueue = publicLogic.getMaxBuildQueue(planet, bonuses.additionalBuildQueue)
const buildingQueueCount = planet.buildQueue.filter(item => item.type === 'building' || item.type === 'demolish').length
if (buildingQueueCount >= maxQueue) {
return { valid: false, reason: 'errors.buildQueueFull' }
}
// 检查空间
if (!buildingLogic.checkSpaceAvailable(planet, buildingType)) {
return { valid: false, reason: 'errors.insufficientSpace' }
}
// 检查资源
if (!resourceLogic.checkResourcesAvailable(planet.resources, cost)) {
return { valid: false, reason: 'errors.insufficientResources' }
}
// 检查前置条件
if (!buildingLogic.checkBuildingRequirements(buildingType, planet, technologies)) {
return { valid: false, reason: 'errors.requirementsNotMet' }
}
return { valid: true }
}
/**
* 执行建筑升级(扣除资源,添加到队列)
*/
export const executeBuildingUpgrade = (
planet: Planet,
buildingType: BuildingType,
officers: Record<OfficerType, Officer>
): BuildQueueItem => {
const currentLevel = planet.buildings[buildingType] || 0
const targetLevel = currentLevel + 1
const cost = buildingLogic.calculateBuildingCost(buildingType, targetLevel)
// 计算军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 获取机器人工厂和纳米工厂等级
const roboticsFactoryLevel = planet.buildings[BuildingType.RoboticsFactory] || 0
const naniteFactoryLevel = planet.buildings[BuildingType.NaniteFactory] || 0
const time = buildingLogic.calculateBuildingTime(
buildingType,
targetLevel,
bonuses.buildingSpeedBonus,
roboticsFactoryLevel,
naniteFactoryLevel
)
// 扣除资源
resourceLogic.deductResources(planet.resources, cost)
// 创建队列项
return buildingLogic.createBuildQueueItem(buildingType, targetLevel, time)
}
/**
* 取消建造并计算返还资源
*/
export const cancelBuildingUpgrade = (_planet: Planet, queueItem: BuildQueueItem): Resources => {
const cost = buildingLogic.calculateBuildingCost(queueItem.itemType as BuildingType, queueItem.targetLevel || 1)
return {
metal: Math.floor(cost.metal * 0.5),
crystal: Math.floor(cost.crystal * 0.5),
deuterium: Math.floor(cost.deuterium * 0.5),
darkMatter: Math.floor(cost.darkMatter * 0.5),
energy: 0
}
}
/**
* 查找队列项
*/
export const findQueueItem = (
queue: BuildQueueItem[],
queueId: string
): {
item: BuildQueueItem | null
index: number
} => {
const index = queue.findIndex(q => q.id === queueId)
if (index === -1) {
return { item: null, index: -1 }
}
return { item: queue[index] || null, index }
}
/**
* 验证建筑拆除的所有条件
*/
export const validateBuildingDemolish = (
planet: Planet,
buildingType: BuildingType,
officers: Record<OfficerType, Officer>
): {
valid: boolean
reason?: string
} => {
const currentLevel = planet.buildings[buildingType] || 0
// 检查建筑等级
if (currentLevel <= 0) {
return { valid: false, reason: 'errors.buildingLevelZero' }
}
// 计算军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 检查建造队列是否已满(只计算建筑类型的队列项)
const maxQueue = publicLogic.getMaxBuildQueue(planet, bonuses.additionalBuildQueue)
const buildingQueueCount = planet.buildQueue.filter(item => item.type === 'building' || item.type === 'demolish').length
if (buildingQueueCount >= maxQueue) {
return { valid: false, reason: 'errors.buildQueueFull' }
}
return { valid: true }
}
/**
* 执行建筑拆除(返还资源,添加到队列)
*/
export const executeBuildingDemolish = (
planet: Planet,
buildingType: BuildingType,
officers: Record<OfficerType, Officer>
): BuildQueueItem => {
const currentLevel = planet.buildings[buildingType] || 0
// 计算军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 获取机器人工厂和纳米工厂等级
const roboticsFactoryLevel = planet.buildings[BuildingType.RoboticsFactory] || 0
const naniteFactoryLevel = planet.buildings[BuildingType.NaniteFactory] || 0
const demolishTime = buildingLogic.calculateDemolishTime(
buildingType,
currentLevel,
bonuses.buildingSpeedBonus,
roboticsFactoryLevel,
naniteFactoryLevel
)
// 返还50%资源
const refund = buildingLogic.calculateDemolishRefund(buildingType, currentLevel)
planet.resources.metal += refund.metal
planet.resources.crystal += refund.crystal
planet.resources.deuterium += refund.deuterium
planet.resources.darkMatter += refund.darkMatter
// 创建拆除队列项
return buildingLogic.createDemolishQueueItem(buildingType, currentLevel, demolishTime)
}