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ogame-vue-ts/src/logic/gameLogic.ts
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416 lines
13 KiB
TypeScript

import type { Planet, Player, BuildQueueItem, Officer } from '@/types/game'
import { TechnologyType, OfficerType } from '@/types/game'
import * as officerLogic from './officerLogic'
import * as buildingLogic from './buildingLogic'
import * as researchLogic from './researchLogic'
import * as pointsLogic from './pointsLogic'
import * as planetLogic from './planetLogic'
import * as resourceLogic from './resourceLogic'
import * as achievementLogic from './achievementLogic'
import * as unlockLogic from './unlockLogic'
import * as waitingQueueLogic from './waitingQueueLogic'
import type { UnlockedItem } from './unlockLogic'
/**
* 初始化玩家数据
*/
export const initializePlayer = (playerId: string, playerName: string = 'Commander'): Player => {
const player: Player = {
id: playerId,
name: playerName,
planets: [],
technologies: {} as Record<TechnologyType, number>,
officers: {} as Record<OfficerType, Officer>,
researchQueue: [],
waitingResearchQueue: [], // 研究等待队列
fleetMissions: [],
missileAttacks: [],
battleReports: [],
spyReports: [],
spiedNotifications: [],
npcActivityNotifications: [],
missionReports: [],
incomingFleetAlerts: [],
giftNotifications: [],
giftRejectedNotifications: [],
diplomaticReports: [],
points: 0
}
// 初始化科技等级
Object.values(TechnologyType).forEach(tech => {
player.technologies[tech] = 0
})
// 初始化军官状态
Object.values(OfficerType).forEach(officer => {
player.officers[officer] = officerLogic.createInactiveOfficer(officer)
})
return player
}
/**
* 检查是否需要初始化游戏
*/
export const shouldInitializeGame = (planets: Planet[]): boolean => {
return planets.length === 0
}
/**
* 更新所有星球的最后更新时间
*/
export const updatePlanetsLastUpdate = (planets: Planet[], now: number): void => {
planets.forEach(planet => {
planet.lastUpdate = now
})
}
/**
* 生成星系位置列表
*/
export const generateSystemPositions = (
_galaxy: number,
_system: number,
count: number = 10
): Array<{ position: number; planet: Planet | null }> => {
const result: Array<{ position: number; planet: Planet | null }> = []
for (let pos = 1; pos <= count; pos++) {
result.push({ position: pos, planet: null })
}
return result
}
/**
* 生成随机NPC星球位置
*/
export const generateRandomPosition = (): { galaxy: number; system: number; position: number } => {
return {
galaxy: Math.floor(Math.random() * 9) + 1,
system: Math.floor(Math.random() * 10) + 1,
position: Math.floor(Math.random() * 10) + 1
}
}
/**
* 生成位置键
*/
export const generatePositionKey = (galaxy: number, system: number, position: number): string => {
return `${galaxy}:${system}:${position}`
}
/**
* 更新游戏状态 - 处理所有星球和任务
*/
export const processGameUpdate = (
player: Player,
now: number,
gameSpeed: number = 1,
onNotification?: (type: string, itemType: string, level?: number) => void,
onUnlock?: (unlockedItems: UnlockedItem[]) => void
): {
updatedResearchQueue: BuildQueueItem[]
} => {
// 确保成就统计数据存在
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
if (!player.achievements) {
player.achievements = achievementLogic.initializeAchievements()
}
// 获取军官加成
const bonuses = officerLogic.calculateActiveBonuses(player.officers, now)
// 创建积分回调函数
const onPointsEarned = (points: number, _type: string, _itemType: string, _level?: number, _quantity?: number) => {
pointsLogic.addPoints(player, points)
}
// 保存完成前的状态(用于解锁检查)
const previousTechnologies = { ...player.technologies }
// 通知回调 + 成就统计更新
const onCompleted = (type: string, itemType: string, level?: number, quantity?: number) => {
if (onNotification) {
onNotification(type, itemType, level)
}
// 更新成就统计
if (player.achievementStats) {
if (type === 'building' && level !== undefined) {
achievementLogic.updateBuildingStats(player.achievementStats, itemType as any, level)
} else if (type === 'technology' && level !== undefined) {
achievementLogic.updateResearchStats(player.achievementStats, itemType as any, level)
} else if (type === 'ship' && quantity !== undefined) {
achievementLogic.updateShipProductionStats(player.achievementStats, itemType as any, quantity)
} else if (type === 'defense' && quantity !== undefined) {
achievementLogic.updateDefenseProductionStats(player.achievementStats, itemType as any, quantity)
}
}
}
// 更新所有星球资源(直接同步计算,避免 Worker 通信开销)
player.planets.forEach(planet => {
// 计算更新前的资源(用于计算生产量)
const resourcesBefore = { ...planet.resources }
resourceLogic.updatePlanetResources(planet, now, bonuses, gameSpeed)
// 追踪资源生产统计
if (player.achievementStats) {
const metalProduced = Math.max(0, planet.resources.metal - resourcesBefore.metal)
const crystalProduced = Math.max(0, planet.resources.crystal - resourcesBefore.crystal)
const deuteriumProduced = Math.max(0, planet.resources.deuterium - resourcesBefore.deuterium)
const darkMatterProduced = Math.max(0, planet.resources.darkMatter - resourcesBefore.darkMatter)
if (metalProduced > 0 || crystalProduced > 0 || deuteriumProduced > 0 || darkMatterProduced > 0) {
achievementLogic.updateResourceProductionStats(player.achievementStats, {
metal: metalProduced,
crystal: crystalProduced,
deuterium: deuteriumProduced,
darkMatter: darkMatterProduced
})
}
}
})
// 收集所有新解锁的内容
const allUnlockedItems: UnlockedItem[] = []
// 更新所有星球其他状态
player.planets.forEach(planet => {
// 保存完成前的建筑状态
const previousBuildings = { ...planet.buildings }
// 检查建造队列
buildingLogic.completeBuildQueue(planet, now, onPointsEarned, onCompleted)
// 检查新解锁(只在主星球上检查,避免重复通知)
if (!planet.isMoon && onUnlock) {
const unlockedItems = unlockLogic.checkAllNewlyUnlocked(planet, player.technologies, previousBuildings, previousTechnologies)
allUnlockedItems.push(...unlockedItems)
}
// 更新星球最大空间
if (planet.isMoon) {
planet.maxSpace = planetLogic.calculateMoonMaxSpace(planet)
} else {
const terraformingTechLevel = player.technologies[TechnologyType.TerraformingTechnology] || 0
planet.maxSpace = planetLogic.calculatePlanetMaxSpace(planet, terraformingTechLevel)
}
})
// 检查研究队列
const updatedResearchQueue = researchLogic.completeResearchQueue(
player.researchQueue,
player.technologies,
now,
onPointsEarned,
onCompleted
)
// 处理等待队列自动执行
const waitingResult = waitingQueueLogic.processAllWaitingQueues(player, now)
// 如果有等待队列项被执行,可以在这里添加通知(可选)
if (waitingResult.executed.length > 0 && onNotification) {
waitingResult.executed.forEach(item => {
// 通知等待队列项已移至正式队列
onNotification('waitingQueueMoved', item.itemType as string, item.targetLevel || item.quantity)
})
}
// 如果科技完成,再次检查解锁(使用第一个非月球星球)
if (onUnlock && player.technologies !== previousTechnologies) {
const mainPlanet = player.planets.find(p => !p.isMoon)
if (mainPlanet) {
// 注意:这里使用完成后的建筑状态,因为我们只关心科技完成带来的解锁
const techUnlockedItems = unlockLogic.checkAllNewlyUnlocked(
mainPlanet,
player.technologies,
mainPlanet.buildings,
previousTechnologies
)
// 去重(避免与建筑完成时的解锁重复)
techUnlockedItems.forEach(item => {
if (!allUnlockedItems.some(existing => existing.type === item.type && existing.id === item.id)) {
allUnlockedItems.push(item)
}
})
}
}
// 触发解锁通知
if (onUnlock && allUnlockedItems.length > 0) {
onUnlock(allUnlockedItems)
}
return {
updatedResearchQueue
}
}
/**
* 检查并返回过期的军官列表
*/
export const checkOfficersExpiration = (officers: Record<OfficerType, Officer>, now: number): void => {
officerLogic.checkAndDeactivateExpiredOfficers(officers, now)
}
/**
* 检查成就进度并解锁新成就
*/
export const checkAndUnlockAchievements = (player: Player): achievementLogic.AchievementUnlock[] => {
if (!player.achievementStats || !player.achievements) {
return []
}
const unlocks = achievementLogic.checkAchievements(player)
// 应用奖励
unlocks.forEach(unlock => {
achievementLogic.applyAchievementReward(player, unlock.reward)
})
return unlocks
}
/**
* 更新资源消耗统计
*/
export const trackResourceConsumption = (
player: Player,
consumed: { metal?: number; crystal?: number; deuterium?: number; darkMatter?: number }
): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
achievementLogic.updateResourceConsumptionStats(player.achievementStats, consumed)
}
/**
* 更新攻击统计(玩家作为攻击者)
*/
export const trackAttackStats = (player: Player, battleResult: any, won: boolean, debrisValue: number): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
achievementLogic.updateAttackStats(player.achievementStats, battleResult, won, debrisValue)
}
/**
* 更新防御统计(玩家作为防御者)
*/
export const trackDefenseStats = (player: Player, battleResult: any, won: boolean, debrisValue: number): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
achievementLogic.updateDefenseStats(player.achievementStats, battleResult, won, debrisValue)
}
/**
* 更新任务统计
*/
export const trackMissionStats = (
player: Player,
missionType: string,
details?: {
resourcesAmount?: number
successful?: boolean
fuelAmount?: number
}
): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
const stats = player.achievementStats
achievementLogic.updateFlightMissionStats(stats)
switch (missionType) {
case 'transport':
if (details?.resourcesAmount) {
achievementLogic.updateTransportStats(stats, details.resourcesAmount)
}
break
case 'colonize':
achievementLogic.updateColonizationStats(stats)
break
case 'spy':
achievementLogic.updateSpyStats(stats)
break
case 'deploy':
achievementLogic.updateDeploymentStats(stats)
break
case 'expedition':
achievementLogic.updateExpeditionStats(stats, details?.successful ?? false)
break
case 'recycle':
// 回收任务总是计入任务次数,但只有有资源时才增加回收资源量
achievementLogic.updateRecyclingStats(stats, details?.resourcesAmount ?? 0)
break
case 'destroy':
achievementLogic.updatePlanetDestructionStats(stats)
break
}
if (details?.fuelAmount) {
achievementLogic.updateFuelConsumptionStats(stats, details.fuelAmount)
}
}
/**
* 更新外交统计
*/
export const trackDiplomacyStats = (
player: Player,
eventType: string,
details?: {
resourcesAmount?: number
friendlyCount?: number
hostileCount?: number
}
): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
const stats = player.achievementStats
switch (eventType) {
case 'gift':
if (details?.resourcesAmount) {
achievementLogic.updateGiftStats(stats, details.resourcesAmount)
}
break
case 'attackedByNPC':
achievementLogic.updateAttackedByNPCStats(stats)
break
case 'spiedByNPC':
achievementLogic.updateSpiedByNPCStats(stats)
break
case 'debrisRecycledByNPC':
if (details?.resourcesAmount) {
achievementLogic.updateDebrisRecycledByNPCStats(stats, details.resourcesAmount)
}
break
case 'updateRelations':
if (details?.friendlyCount !== undefined) {
achievementLogic.updateFriendlyNPCStats(stats, details.friendlyCount)
}
if (details?.hostileCount !== undefined) {
achievementLogic.updateHostileNPCStats(stats, details.hostileCount)
}
break
}
}
/**
* 追踪燃料消耗(在舰队出发时调用)
*/
export const trackFuelConsumption = (player: Player, fuelAmount: number): void => {
if (!player.achievementStats) {
player.achievementStats = achievementLogic.initializeAchievementStats()
}
achievementLogic.updateFuelConsumptionStats(player.achievementStats, fuelAmount)
}