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