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ogame-vue-ts/src/logic/achievementLogic.ts
谦君 1368bb4445 feat: 新增Android平台支持及构建流程
集成Android平台相关目录与配置文件,包含Gradle构建脚本、资源文件、启动图标、Java入口、Proguard规则等,完善.gitignore以排除Android构建产物。更新CI流程,支持自动构建并发布Android APK。移除README中项目结构说明,简化文档。
2025-12-20 00:48:36 +08:00

464 lines
14 KiB
TypeScript

import {
AchievementTier,
BuildingType,
TechnologyType,
ShipType,
DefenseType,
type AchievementStats,
type AchievementProgress,
type AchievementReward,
type Player,
type Resources,
type BattleResult
} from '@/types/game'
import { ACHIEVEMENTS, ACHIEVEMENT_MAP, getNextTier, getTierIndex } from '@/config/achievementConfig'
// 初始化空的成就统计数据
export function initializeAchievementStats(): AchievementStats {
const emptyShipRecord = Object.values(ShipType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<ShipType, number>)
const emptyDefenseRecord = Object.values(DefenseType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<DefenseType, number>)
const emptyBuildingRecord = Object.values(BuildingType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<BuildingType, number>)
const emptyTechRecord = Object.values(TechnologyType).reduce((acc, type) => {
acc[type] = 0
return acc
}, {} as Record<TechnologyType, number>)
return {
// 资源统计
totalMetalProduced: 0,
totalCrystalProduced: 0,
totalDeuteriumProduced: 0,
totalDarkMatterProduced: 0,
totalMetalConsumed: 0,
totalCrystalConsumed: 0,
totalDeuteriumConsumed: 0,
totalDarkMatterConsumed: 0,
// 建造统计
buildingsUpgraded: 0,
maxBuildingLevel: { ...emptyBuildingRecord },
researchCompleted: 0,
maxTechnologyLevel: { ...emptyTechRecord },
shipsProduced: { ...emptyShipRecord },
totalShipsProduced: 0,
defensesBuilt: { ...emptyDefenseRecord },
totalDefensesBuilt: 0,
// 战斗统计
attacksLaunched: 0,
attacksWon: 0,
attacksLost: 0,
fleetLostInAttack: { ...emptyShipRecord },
totalFleetLostInAttack: 0,
debrisCreatedFromAttacks: 0,
defensesSuccessful: 0,
defensesFailed: 0,
fleetLostInDefense: { ...emptyShipRecord },
totalFleetLostInDefense: 0,
defenseLostInDefense: { ...emptyDefenseRecord },
totalDefenseLostInDefense: 0,
enemyFleetDestroyedInDefense: { ...emptyShipRecord },
totalEnemyFleetDestroyedInDefense: 0,
debrisCreatedFromDefenses: 0,
// 任务统计
totalFlightMissions: 0,
transportMissions: 0,
transportedResources: 0,
colonizations: 0,
spyMissions: 0,
deployments: 0,
expeditionsTotal: 0,
expeditionsSuccessful: 0,
recyclingMissions: 0,
recycledResources: 0,
planetDestructions: 0,
fuelConsumed: 0,
// 外交统计
friendlyNPCCount: 0,
hostileNPCCount: 0,
giftsSent: 0,
giftResourcesTotal: 0,
attackedByNPC: 0,
spiedByNPC: 0,
debrisRecycledByNPC: 0,
debrisResourcesLostToNPC: 0
}
}
// 初始化所有成就进度
export function initializeAchievements(): Record<string, AchievementProgress> {
const achievements: Record<string, AchievementProgress> = {}
for (const config of ACHIEVEMENTS) {
achievements[config.id] = {
id: config.id,
currentTier: null,
currentValue: 0,
tierUnlocks: {
[AchievementTier.Bronze]: null,
[AchievementTier.Silver]: null,
[AchievementTier.Gold]: null,
[AchievementTier.Platinum]: null,
[AchievementTier.Diamond]: null
}
}
}
return achievements
}
// 获取成就的当前值
function getAchievementValue(stats: AchievementStats, statKey: string, checkType: string): number {
// 处理特殊的组合统计键
if (statKey === 'totalResourcesConsumed') {
return stats.totalMetalConsumed + stats.totalCrystalConsumed + stats.totalDeuteriumConsumed + stats.totalDarkMatterConsumed
}
if (statKey === 'totalDebrisCreated') {
return stats.debrisCreatedFromAttacks + stats.debrisCreatedFromDefenses
}
if (statKey === 'totalFleetLost') {
return stats.totalFleetLostInAttack + stats.totalFleetLostInDefense
}
// 处理普通统计键
const value = stats[statKey as keyof AchievementStats]
if (typeof value === 'number') {
return value
}
// 处理 Record 类型的值(如果需要求和)
if (checkType === 'sum' && typeof value === 'object') {
return Object.values(value as Record<string, number>).reduce((a, b) => a + b, 0)
}
return 0
}
// 检查并更新成就进度,返回新解锁的成就
export interface AchievementUnlock {
id: string
tier: AchievementTier
reward: AchievementReward
}
export function checkAchievements(player: Player): AchievementUnlock[] {
if (!player.achievementStats || !player.achievements) {
return []
}
const unlocks: AchievementUnlock[] = []
const stats = player.achievementStats
const achievements = player.achievements
for (const config of ACHIEVEMENTS) {
const progress = achievements[config.id]
if (!progress) continue
// 获取当前值
const currentValue = getAchievementValue(stats, config.statKey, config.checkType)
progress.currentValue = currentValue
// 检查每个等级
for (const tierConfig of config.tiers) {
// 如果已经解锁这个等级,跳过
if (progress.tierUnlocks[tierConfig.tier] !== null) continue
// 检查是否达到目标
let achieved = false
if (config.checkType === 'gte' || config.checkType === 'sum') {
achieved = currentValue >= tierConfig.target
} else if (config.checkType === 'eq') {
achieved = currentValue === tierConfig.target
} else if (config.checkType === 'max') {
achieved = currentValue >= tierConfig.target
}
if (achieved) {
// 解锁成就
const now = Date.now()
progress.tierUnlocks[tierConfig.tier] = now
// 更新当前最高等级
if (progress.currentTier === null || getTierIndex(tierConfig.tier) > getTierIndex(progress.currentTier)) {
progress.currentTier = tierConfig.tier
progress.unlockedAt = now
}
unlocks.push({
id: config.id,
tier: tierConfig.tier,
reward: tierConfig.reward
})
}
}
}
return unlocks
}
// 应用成就奖励
export function applyAchievementReward(player: Player, reward: AchievementReward): void {
const firstPlanet = player.planets[0]
if (reward.darkMatter && firstPlanet) {
// 奖励添加到第一个星球的资源中
firstPlanet.resources.darkMatter += reward.darkMatter
}
if (reward.points) {
player.points += reward.points
}
}
// ==================== 统计更新函数 ====================
// 更新资源生产统计
export function updateResourceProductionStats(
stats: AchievementStats,
produced: { metal?: number; crystal?: number; deuterium?: number; darkMatter?: number }
): void {
if (produced.metal) stats.totalMetalProduced += produced.metal
if (produced.crystal) stats.totalCrystalProduced += produced.crystal
if (produced.deuterium) stats.totalDeuteriumProduced += produced.deuterium
if (produced.darkMatter) stats.totalDarkMatterProduced += produced.darkMatter
}
// 更新资源消耗统计
export function updateResourceConsumptionStats(stats: AchievementStats, consumed: Partial<Resources>): void {
if (consumed.metal) stats.totalMetalConsumed += consumed.metal
if (consumed.crystal) stats.totalCrystalConsumed += consumed.crystal
if (consumed.deuterium) stats.totalDeuteriumConsumed += consumed.deuterium
if (consumed.darkMatter) stats.totalDarkMatterConsumed += consumed.darkMatter
}
// 更新建筑升级统计
export function updateBuildingStats(stats: AchievementStats, buildingType: BuildingType, level: number): void {
stats.buildingsUpgraded += 1
// 更新最高等级记录
if (level > (stats.maxBuildingLevel[buildingType] || 0)) {
stats.maxBuildingLevel[buildingType] = level
}
}
// 更新科技研究统计
export function updateResearchStats(stats: AchievementStats, techType: TechnologyType, level: number): void {
stats.researchCompleted += 1
// 更新最高等级记录
if (level > (stats.maxTechnologyLevel[techType] || 0)) {
stats.maxTechnologyLevel[techType] = level
}
}
// 更新舰船生产统计
export function updateShipProductionStats(stats: AchievementStats, shipType: ShipType, quantity: number): void {
stats.shipsProduced[shipType] = (stats.shipsProduced[shipType] || 0) + quantity
stats.totalShipsProduced += quantity
}
// 更新防御建造统计
export function updateDefenseProductionStats(stats: AchievementStats, defenseType: DefenseType, quantity: number): void {
stats.defensesBuilt[defenseType] = (stats.defensesBuilt[defenseType] || 0) + quantity
stats.totalDefensesBuilt += quantity
}
// 更新攻击统计(玩家作为攻击者)
export function updateAttackStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
// 攻击也算飞行任务
stats.totalFlightMissions += 1
stats.attacksLaunched += 1
if (won) {
stats.attacksWon += 1
} else if (battleResult.winner === 'defender') {
stats.attacksLost += 1
}
// 记录攻击中损失的舰队
if (battleResult.attackerLosses) {
for (const [shipType, count] of Object.entries(battleResult.attackerLosses)) {
if (count && count > 0) {
stats.fleetLostInAttack[shipType as ShipType] = (stats.fleetLostInAttack[shipType as ShipType] || 0) + count
stats.totalFleetLostInAttack += count
}
}
}
// 记录产生的残骸
stats.debrisCreatedFromAttacks += debrisValue
}
// 更新防御统计(玩家作为防御者)
export function updateDefenseStats(stats: AchievementStats, battleResult: BattleResult, won: boolean, debrisValue: number): void {
if (won) {
stats.defensesSuccessful += 1
} else {
stats.defensesFailed += 1
}
// 记录防御中损失的舰队
if (battleResult.defenderLosses?.fleet) {
for (const [shipType, count] of Object.entries(battleResult.defenderLosses.fleet)) {
if (count && count > 0) {
stats.fleetLostInDefense[shipType as ShipType] = (stats.fleetLostInDefense[shipType as ShipType] || 0) + count
stats.totalFleetLostInDefense += count
}
}
}
// 记录防御中损失的防御设施
if (battleResult.defenderLosses?.defense) {
for (const [defenseType, count] of Object.entries(battleResult.defenderLosses.defense)) {
if (count && count > 0) {
stats.defenseLostInDefense[defenseType as DefenseType] = (stats.defenseLostInDefense[defenseType as DefenseType] || 0) + count
stats.totalDefenseLostInDefense += count
}
}
}
// 记录防御中消灭的敌方舰队
if (battleResult.attackerLosses) {
for (const [shipType, count] of Object.entries(battleResult.attackerLosses)) {
if (count && count > 0) {
stats.enemyFleetDestroyedInDefense[shipType as ShipType] = (stats.enemyFleetDestroyedInDefense[shipType as ShipType] || 0) + count
stats.totalEnemyFleetDestroyedInDefense += count
}
}
}
// 记录产生的残骸
stats.debrisCreatedFromDefenses += debrisValue
}
// 更新飞行任务统计
export function updateFlightMissionStats(stats: AchievementStats): void {
stats.totalFlightMissions += 1
}
// 更新运输任务统计
export function updateTransportStats(stats: AchievementStats, resourcesAmount: number): void {
stats.transportMissions += 1
stats.transportedResources += resourcesAmount
}
// 更新殖民统计
export function updateColonizationStats(stats: AchievementStats): void {
stats.colonizations += 1
}
// 更新侦查统计
export function updateSpyStats(stats: AchievementStats): void {
stats.spyMissions += 1
}
// 更新部署统计
export function updateDeploymentStats(stats: AchievementStats): void {
stats.deployments += 1
}
// 更新探险统计
export function updateExpeditionStats(stats: AchievementStats, successful: boolean): void {
stats.expeditionsTotal += 1
if (successful) {
stats.expeditionsSuccessful += 1
}
}
// 更新回收统计
export function updateRecyclingStats(stats: AchievementStats, resourcesAmount: number): void {
stats.recyclingMissions += 1
stats.recycledResources += resourcesAmount
}
// 更新行星毁灭统计
export function updatePlanetDestructionStats(stats: AchievementStats): void {
stats.planetDestructions += 1
}
// 更新燃料消耗统计
export function updateFuelConsumptionStats(stats: AchievementStats, fuelAmount: number): void {
stats.fuelConsumed += fuelAmount
}
// 更新友好NPC数量
export function updateFriendlyNPCStats(stats: AchievementStats, count: number): void {
stats.friendlyNPCCount = count
}
// 更新敌对NPC数量
export function updateHostileNPCStats(stats: AchievementStats, count: number): void {
stats.hostileNPCCount = count
}
// 更新送礼统计
export function updateGiftStats(stats: AchievementStats, resourcesAmount: number): void {
stats.giftsSent += 1
stats.giftResourcesTotal += resourcesAmount
}
// 更新被NPC攻击统计
export function updateAttackedByNPCStats(stats: AchievementStats): void {
stats.attackedByNPC += 1
}
// 更新被NPC侦查统计
export function updateSpiedByNPCStats(stats: AchievementStats): void {
stats.spiedByNPC += 1
}
// 更新被NPC回收残骸统计
export function updateDebrisRecycledByNPCStats(stats: AchievementStats, resourcesAmount: number): void {
stats.debrisRecycledByNPC += 1
stats.debrisResourcesLostToNPC += resourcesAmount
}
// 获取成就的下一个目标
export function getNextTarget(achievementId: string, currentTier: AchievementTier | null): number | null {
const config = ACHIEVEMENT_MAP[achievementId]
if (!config) return null
const nextTier = getNextTier(currentTier)
if (!nextTier) return null
const tierConfig = config.tiers.find(t => t.tier === nextTier)
return tierConfig?.target ?? null
}
// 获取成就进度百分比
export function getAchievementProgress(achievementId: string, currentValue: number, currentTier: AchievementTier | null): number {
const config = ACHIEVEMENT_MAP[achievementId]
if (!config) return 0
const nextTier = getNextTier(currentTier)
if (!nextTier) return 100 // 已达到最高等级
const tierConfig = config.tiers.find(t => t.tier === nextTier)
if (!tierConfig) return 0
// 计算当前等级的起始值
let startValue = 0
if (currentTier) {
const currentTierConfig = config.tiers.find(t => t.tier === currentTier)
startValue = currentTierConfig?.target ?? 0
}
const progress = ((currentValue - startValue) / (tierConfig.target - startValue)) * 100
return Math.min(100, Math.max(0, progress))
}