Files
ogame-vue-ts/src/utils/battleSimulator.ts
谦君 705ee8c3db feat: 初始化项目结构与核心功能
引入项目基础目录结构,包含多语言支持、主要页面与组件、核心游戏逻辑、UI 组件库、加密与本地持久化、自动化 Docker 构建流程、GitHub issue 模板(中英文)、README(中英文)、LICENSE 及开发配置文件。实现 OGame 单机版主要功能模块,为后续开发和扩展奠定基础。
2025-12-11 14:49:25 +08:00

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import type { Fleet, Resources } from '@/types/game'
import { ShipType, DefenseType } from '@/types/game'
import { SHIPS, DEFENSES } from '@/config/gameConfig'
// 战斗单位接口
interface CombatUnit {
type: ShipType | DefenseType
count: number
attack: number
shield: number
armor: number
rapidFire?: Record<string, number> // 快速射击
}
// 战斗方
interface BattleSide {
ships: Partial<Fleet>
defense?: Partial<Record<DefenseType, number>>
weaponTech?: number
shieldTech?: number
armorTech?: number
}
// 战斗轮次结果
interface RoundResult {
attackerLosses: Partial<Fleet>
defenderLosses: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
attackerRemainingPower: number
defenderRemainingPower: number
}
/**
* 计算科技加成后的数值
*/
const applyTechBonus = (baseValue: number, techLevel: number = 0, bonusPerLevel: number = 0.1): number => {
return Math.floor(baseValue * (1 + techLevel * bonusPerLevel))
}
/**
* 将舰队和防御转换为战斗单位数组
*/
const prepareCombatUnits = (side: BattleSide, isDefender: boolean = false): CombatUnit[] => {
const units: CombatUnit[] = []
// 处理舰船
if (side.ships) {
for (const [shipType, count] of Object.entries(side.ships)) {
if (count > 0) {
const config = SHIPS[shipType as ShipType]
units.push({
type: shipType as ShipType,
count: count,
attack: applyTechBonus(config.attack, side.weaponTech),
shield: applyTechBonus(config.shield, side.shieldTech),
armor: applyTechBonus(config.armor, side.armorTech)
})
}
}
}
// 处理防御设施(仅防守方)
if (isDefender && side.defense) {
for (const [defenseType, count] of Object.entries(side.defense)) {
if (count > 0) {
const config = DEFENSES[defenseType as DefenseType]
units.push({
type: defenseType as DefenseType,
count: count,
attack: applyTechBonus(config.attack, side.weaponTech),
shield: applyTechBonus(config.shield, side.shieldTech),
armor: applyTechBonus(config.armor, side.armorTech)
})
}
}
}
return units
}
/**
* 计算一个单位对另一个单位造成的伤害
*/
const calculateDamage = (attacker: CombatUnit, defender: CombatUnit): { destroyed: number; damagedShield: number } => {
const attackPower = attacker.attack
const defenderShield = defender.shield
const defenderArmor = defender.armor
let destroyed = 0
let damagedShield = 0
// 如果攻击力小于护盾的1%,有很大概率无法击穿护盾
if (attackPower < defenderShield * 0.01) {
if (Math.random() > 0.01) {
return { destroyed: 0, damagedShield: 0 }
}
}
// 计算伤害
let remainingDamage = attackPower
// 先消耗护盾
if (remainingDamage > defenderShield) {
remainingDamage -= defenderShield
damagedShield = defenderShield
} else {
damagedShield = remainingDamage
return { destroyed: 0, damagedShield }
}
// 再消耗装甲
if (remainingDamage > defenderArmor) {
destroyed = 1
} else {
// 有概率摧毁
const destroyChance = remainingDamage / defenderArmor
if (Math.random() < destroyChance) {
destroyed = 1
}
}
return { destroyed, damagedShield }
}
/**
* 执行一轮战斗
*/
const executeRound = (attackerUnits: CombatUnit[], defenderUnits: CombatUnit[]): RoundResult => {
const attackerLosses: Partial<Fleet> = {}
const defenderShipLosses: Partial<Fleet> = {}
const defenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
// 攻击方向防守方射击
for (const attacker of attackerUnits) {
for (let i = 0; i < attacker.count; i++) {
// 随机选择一个目标
if (defenderUnits.length === 0) break
const targetIndex = Math.floor(Math.random() * defenderUnits.length)
const target = defenderUnits[targetIndex]
if (!target) continue
const { destroyed } = calculateDamage(attacker, target)
if (destroyed > 0) {
target.count -= destroyed
// 记录损失
if (Object.values(ShipType).includes(target.type as ShipType)) {
const shipType = target.type as ShipType
defenderShipLosses[shipType] = (defenderShipLosses[shipType] || 0) + destroyed
} else {
const defenseType = target.type as DefenseType
defenderDefenseLosses[defenseType] = (defenderDefenseLosses[defenseType] || 0) + destroyed
}
// 如果目标被全部摧毁,从列表中移除
if (target.count <= 0) {
defenderUnits.splice(targetIndex, 1)
}
}
}
}
// 防守方向攻击方射击
for (const defender of defenderUnits) {
for (let i = 0; i < defender.count; i++) {
// 随机选择一个目标
if (attackerUnits.length === 0) break
const targetIndex = Math.floor(Math.random() * attackerUnits.length)
const target = attackerUnits[targetIndex]
if (!target) continue
const { destroyed } = calculateDamage(defender, target)
if (destroyed > 0) {
target.count -= destroyed
// 记录损失
const shipType = target.type as ShipType
attackerLosses[shipType] = (attackerLosses[shipType] || 0) + destroyed
// 如果目标被全部摧毁,从列表中移除
if (target.count <= 0) {
attackerUnits.splice(targetIndex, 1)
}
}
}
}
// 计算剩余战斗力
const attackerPower = attackerUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
const defenderPower = defenderUnits.reduce((sum, unit) => sum + unit.count * unit.attack, 0)
return {
attackerLosses,
defenderLosses: {
fleet: defenderShipLosses,
defense: defenderDefenseLosses
},
attackerRemainingPower: attackerPower,
defenderRemainingPower: defenderPower
}
}
/**
* 模拟完整战斗
* @param attacker 攻击方
* @param defender 防守方
* @param maxRounds 最大回合数默认6回合
*/
export const simulateBattle = (
attacker: BattleSide,
defender: BattleSide,
maxRounds: number = 6
): {
winner: 'attacker' | 'defender' | 'draw'
rounds: number
attackerLosses: Partial<Fleet>
defenderLosses: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
attackerRemaining: Partial<Fleet>
defenderRemaining: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
roundDetails: Array<{
round: number
attackerLosses: Partial<Fleet>
defenderLosses: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
attackerRemainingPower: number
defenderRemainingPower: number
}>
} => {
// 准备战斗单位
let attackerUnits = prepareCombatUnits(attacker, false)
let defenderUnits = prepareCombatUnits(defender, true)
const totalAttackerLosses: Partial<Fleet> = {}
const totalDefenderShipLosses: Partial<Fleet> = {}
const totalDefenderDefenseLosses: Partial<Record<DefenseType, number>> = {}
const roundDetails: Array<{
round: number
attackerLosses: Partial<Fleet>
defenderLosses: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
attackerRemainingPower: number
defenderRemainingPower: number
}> = []
let rounds = 0
// 执行最多maxRounds轮战斗
for (let round = 0; round < maxRounds; round++) {
if (attackerUnits.length === 0 || defenderUnits.length === 0) {
break
}
rounds++
const roundResult = executeRound(attackerUnits, defenderUnits)
// 保存当前回合详情
roundDetails.push({
round: rounds,
attackerLosses: { ...roundResult.attackerLosses },
defenderLosses: {
fleet: { ...roundResult.defenderLosses.fleet },
defense: { ...roundResult.defenderLosses.defense }
},
attackerRemainingPower: roundResult.attackerRemainingPower,
defenderRemainingPower: roundResult.defenderRemainingPower
})
// 累计损失
for (const [shipType, count] of Object.entries(roundResult.attackerLosses)) {
totalAttackerLosses[shipType as ShipType] = (totalAttackerLosses[shipType as ShipType] || 0) + count
}
for (const [shipType, count] of Object.entries(roundResult.defenderLosses.fleet)) {
totalDefenderShipLosses[shipType as ShipType] = (totalDefenderShipLosses[shipType as ShipType] || 0) + count
}
for (const [defenseType, count] of Object.entries(roundResult.defenderLosses.defense)) {
totalDefenderDefenseLosses[defenseType as DefenseType] = (totalDefenderDefenseLosses[defenseType as DefenseType] || 0) + count
}
}
// 防御设施有概率修复70%概率)
const repairedDefense: Partial<Record<DefenseType, number>> = {}
for (const [defenseType, count] of Object.entries(totalDefenderDefenseLosses)) {
const repaired = Math.floor(count * 0.7)
if (repaired > 0) {
repairedDefense[defenseType as DefenseType] = repaired
totalDefenderDefenseLosses[defenseType as DefenseType] = count - repaired
}
}
// 计算剩余单位
const attackerRemaining: Partial<Fleet> = {}
for (const unit of attackerUnits) {
if (unit.count > 0) {
attackerRemaining[unit.type as ShipType] = unit.count
}
}
const defenderShipRemaining: Partial<Fleet> = {}
const defenderDefenseRemaining: Partial<Record<DefenseType, number>> = {}
for (const unit of defenderUnits) {
if (unit.count > 0) {
if (Object.values(ShipType).includes(unit.type as ShipType)) {
defenderShipRemaining[unit.type as ShipType] = unit.count
} else {
defenderDefenseRemaining[unit.type as DefenseType] = unit.count
}
}
}
// 添加修复的防御设施
for (const [defenseType, count] of Object.entries(repairedDefense)) {
defenderDefenseRemaining[defenseType as DefenseType] = (defenderDefenseRemaining[defenseType as DefenseType] || 0) + count
}
// 判断胜负
let winner: 'attacker' | 'defender' | 'draw'
if (attackerUnits.length === 0 && defenderUnits.length === 0) {
winner = 'draw'
} else if (attackerUnits.length === 0) {
winner = 'defender'
} else if (defenderUnits.length === 0) {
winner = 'attacker'
} else {
winner = 'draw'
}
return {
winner,
rounds,
attackerLosses: totalAttackerLosses,
defenderLosses: {
fleet: totalDefenderShipLosses,
defense: totalDefenderDefenseLosses
},
attackerRemaining,
defenderRemaining: {
fleet: defenderShipRemaining,
defense: defenderDefenseRemaining
},
roundDetails
}
}
/**
* 计算掠夺的资源
* 攻击方最多可以掠夺防守方50%的资源,但受运输船载货量限制
*/
export const calculatePlunder = (defenderResources: Resources, attackerFleet: Partial<Fleet>): Resources => {
// 计算总载货量
let totalCapacity = 0
for (const [shipType, count] of Object.entries(attackerFleet)) {
const config = SHIPS[shipType as ShipType]
totalCapacity += config.cargoCapacity * count
}
// 计算可掠夺资源50%
const availableResources = {
metal: Math.floor(defenderResources.metal * 0.5),
crystal: Math.floor(defenderResources.crystal * 0.5),
deuterium: Math.floor(defenderResources.deuterium * 0.5),
darkMatter: Math.floor(defenderResources.darkMatter * 0.5),
energy: 0
}
const totalAvailable =
availableResources.metal + availableResources.crystal + availableResources.deuterium + availableResources.darkMatter
// 如果载货量足够,全部掠夺
if (totalCapacity >= totalAvailable) {
return availableResources
}
// 否则按比例分配
const ratio = totalCapacity / totalAvailable
return {
metal: Math.floor(availableResources.metal * ratio),
crystal: Math.floor(availableResources.crystal * ratio),
deuterium: Math.floor(availableResources.deuterium * ratio),
darkMatter: Math.floor(availableResources.darkMatter * ratio),
energy: 0
}
}
/**
* 计算残骸场
* 被摧毁的舰船和防御会产生30%的金属和晶体残骸
*/
export const calculateDebrisField = (
attackerLosses: Partial<Fleet>,
defenderLosses: {
fleet: Partial<Fleet>
defense: Partial<Record<DefenseType, number>>
}
): Resources => {
let totalMetal = 0
let totalCrystal = 0
// 计算攻击方损失产生的残骸
for (const [shipType, count] of Object.entries(attackerLosses)) {
const config = SHIPS[shipType as ShipType]
totalMetal += config.cost.metal * count * 0.3
totalCrystal += config.cost.crystal * count * 0.3
}
// 计算防守方舰船损失产生的残骸
for (const [shipType, count] of Object.entries(defenderLosses.fleet)) {
const config = SHIPS[shipType as ShipType]
totalMetal += config.cost.metal * count * 0.3
totalCrystal += config.cost.crystal * count * 0.3
}
// 计算防守方防御损失产生的残骸
for (const [defenseType, count] of Object.entries(defenderLosses.defense)) {
const config = DEFENSES[defenseType as DefenseType]
totalMetal += config.cost.metal * count * 0.3
totalCrystal += config.cost.crystal * count * 0.3
}
return {
metal: Math.floor(totalMetal),
crystal: Math.floor(totalCrystal),
deuterium: 0,
darkMatter: 0,
energy: 0
}
}