mirror of
https://github.com/setube/ogame-vue-ts.git
synced 2026-05-11 23:45:11 +08:00
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。
464 lines
14 KiB
TypeScript
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))
|
|
}
|