Files
ogame-vue-ts/src/logic/fleetStorageLogic.ts
谦君 6813456d12 feat: 资源与舰队安全添加及容量校验优化
实现资源和舰队安全添加函数,防止超出仓储/舰队容量时溢出,超出部分自动丢弃。运输、部署、舰队返回等流程统一使用安全添加逻辑。建造队列纳入容量校验,导弹容量校验支持队列中导弹数量。修复NPC舰船建造极端情况下的除零和NaN问题。
2025-12-17 23:07:48 +08:00

160 lines
5.5 KiB
TypeScript

/**
* 舰队仓储逻辑模块
* 处理舰队仓储容量计算和使用量统计
*/
import type { Planet, Fleet } from '@/types/game'
import { ShipType, BuildingType, TechnologyType } from '@/types/game'
import { SHIPS, FLEET_STORAGE_CONFIG, BUILDINGS, TECHNOLOGIES } from '@/config/gameConfig'
/**
* 计算舰队当前使用的仓储量
* @param fleet 舰队对象
* @returns 当前使用的仓储量
*/
export const calculateFleetStorageUsage = (fleet: Fleet): number => {
let totalUsage = 0
for (const shipType of Object.values(ShipType)) {
const shipCount = fleet[shipType] || 0
const shipConfig = SHIPS[shipType]
totalUsage += shipCount * shipConfig.storageUsage
}
return totalUsage
}
/**
* 计算星球的最大舰队仓储容量
* @param planet 星球对象
* @param technologies 玩家的科技等级
* @returns 最大舰队仓储容量
*/
export const calculateMaxFleetStorage = (planet: Planet, technologies: Record<TechnologyType, number>): number => {
// 1. 基础仓储
let maxStorage = FLEET_STORAGE_CONFIG.baseStorage
// 2. 造船厂建筑加成(每个星球独立)
const shipyardLevel = planet.buildings[BuildingType.Shipyard] || 0
const shipyardBonus = BUILDINGS[BuildingType.Shipyard].fleetStorageBonus || 0
maxStorage += shipyardLevel * shipyardBonus
// 3. 机库建筑加成(每个星球独立)
const hangarLevel = planet.buildings[BuildingType.Hangar] || 0
const hangarBonus = BUILDINGS[BuildingType.Hangar].fleetStorageBonus || 0
maxStorage += hangarLevel * hangarBonus
// 4. 计算机技术全局加成
const computerTechLevel = technologies[TechnologyType.ComputerTechnology] || 0
const computerTechBonus = TECHNOLOGIES[TechnologyType.ComputerTechnology].fleetStorageBonus || 0
maxStorage += computerTechLevel * computerTechBonus
return maxStorage
}
/**
* 计算建造队列中的舰船仓储使用量
* @param buildQueue 建造队列
* @returns 队列中舰船的仓储使用量
*/
export const calculateQueueFleetStorageUsage = (buildQueue: Array<{ type: string; itemType: string; quantity?: number }>): number => {
let queueUsage = 0
for (const item of buildQueue) {
if (item.type === 'ship') {
const shipType = item.itemType as ShipType
const quantity = item.quantity || 0
const shipConfig = SHIPS[shipType]
queueUsage += quantity * shipConfig.storageUsage
}
}
return queueUsage
}
/**
* 检查是否有足够的舰队仓储空间建造新舰船
* @param planet 星球对象
* @param shipType 要建造的舰船类型
* @param quantity 要建造的数量
* @param technologies 玩家的科技等级
* @returns 是否有足够的空间
*/
export const hasEnoughFleetStorage = (
planet: Planet,
shipType: ShipType,
quantity: number,
technologies: Record<TechnologyType, number>
): boolean => {
const currentUsage = calculateFleetStorageUsage(planet.fleet)
const queueUsage = calculateQueueFleetStorageUsage(planet.buildQueue)
const maxStorage = calculateMaxFleetStorage(planet, technologies)
const newShipUsage = SHIPS[shipType].storageUsage * quantity
return currentUsage + queueUsage + newShipUsage <= maxStorage
}
/**
* 计算当前可以建造的最大舰船数量(基于仓储限制)
* @param planet 星球对象
* @param shipType 要建造的舰船类型
* @param technologies 玩家的科技等级
* @returns 最大可建造数量
*/
export const getMaxBuildableShips = (planet: Planet, shipType: ShipType, technologies: Record<TechnologyType, number>): number => {
const currentUsage = calculateFleetStorageUsage(planet.fleet)
const maxStorage = calculateMaxFleetStorage(planet, technologies)
const availableStorage = maxStorage - currentUsage
const shipStorageUsage = SHIPS[shipType].storageUsage
if (shipStorageUsage === 0) return Number.MAX_SAFE_INTEGER
// 如果当前已经超限(舰队返回等情况),则不允许建造新舰船
if (availableStorage <= 0) return 0
return Math.floor(availableStorage / shipStorageUsage)
}
/**
* 安全地添加舰船到星球(会检查舰队仓储容量上限)
* @param planet 星球对象
* @param fleet 要添加的舰船
* @param technologies 玩家的科技等级
* @returns 实际添加的舰船数量和溢出的舰船数量
*/
export const addFleetSafely = (
planet: Planet,
fleet: Partial<Record<ShipType, number>>,
technologies: Record<TechnologyType, number>
): { added: Partial<Record<ShipType, number>>; overflow: Partial<Record<ShipType, number>> } => {
const maxStorage = calculateMaxFleetStorage(planet, technologies)
let currentUsage = calculateFleetStorageUsage(planet.fleet)
const added: Partial<Record<ShipType, number>> = {}
const overflow: Partial<Record<ShipType, number>> = {}
for (const [shipType, count] of Object.entries(fleet)) {
if (count <= 0) continue
const ship = shipType as ShipType
const shipStorageUsage = SHIPS[ship].storageUsage
// 计算可以添加多少艘(不超过容量上限)
const spaceAvailable = Math.max(0, maxStorage - currentUsage)
const maxCanAdd = shipStorageUsage > 0 ? Math.floor(spaceAvailable / shipStorageUsage) : count
const actuallyAdded = Math.min(count, maxCanAdd)
const overflowed = count - actuallyAdded
if (actuallyAdded > 0) {
planet.fleet[ship] = (planet.fleet[ship] || 0) + actuallyAdded
added[ship] = actuallyAdded
currentUsage += actuallyAdded * shipStorageUsage
}
if (overflowed > 0) {
overflow[ship] = overflowed
}
}
return { added, overflow }
}