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引入队列通知(QueueNotifications)和外交通知(DiplomaticNotifications)组件,优化主界面队列与外交报告展示,支持一键查看与跳转。重构App.vue,移除原有队列展示,改为弹出式通知,支持功能解锁提示与新手引导(TutorialOverlay)。完善NPC外交事件处理,导弹攻击等行为影响好感度并生成报告。优化部分UI细节与多语言文本,提升交互体验。
897 lines
30 KiB
TypeScript
897 lines
30 KiB
TypeScript
import type { FleetMission, Planet, Resources, Fleet, BattleResult, SpyReport, Player, Officer, DebrisField, NPC } from '@/types/game'
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import type { Locale } from '@/locales'
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import { ShipType, DefenseType, MissionType, BuildingType, OfficerType, TechnologyType } from '@/types/game'
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import { FLEET_STORAGE_CONFIG } from '@/config/gameConfig'
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import * as battleLogic from './battleLogic'
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import * as moonLogic from './moonLogic'
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import * as moonValidation from './moonValidation'
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import * as diplomaticLogic from './diplomaticLogic'
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/**
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* 计算两个星球之间的距离
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* 使用类似 OGame 的距离计算公式
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*/
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export const calculateDistance = (
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from: { galaxy: number; system: number; position: number },
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to: { galaxy: number; system: number; position: number }
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): number => {
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// 同一位置
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if (from.galaxy === to.galaxy && from.system === to.system && from.position === to.position) {
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return 5
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}
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// 同星系内不同位置
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if (from.galaxy === to.galaxy && from.system === to.system) {
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return 1000 + Math.abs(to.position - from.position) * 5
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}
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// 同系统内不同星系
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if (from.galaxy === to.galaxy) {
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return 2700 + Math.abs(to.system - from.system) * 95
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}
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// 不同系统
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return 20000 + Math.abs(to.galaxy - from.galaxy) * 20000
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}
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/**
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* 计算飞行时间
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* 平衡后的时间倍率,确保游戏节奏合理
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*/
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export const calculateFlightTime = (distance: number, minSpeed: number): number => {
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return Math.max(10, Math.floor((distance * 50) / minSpeed)) // 至少10秒
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}
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/**
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* 创建舰队任务
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*/
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export const createFleetMission = (
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playerId: string,
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originPlanetId: string,
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targetPosition: { galaxy: number; system: number; position: number },
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missionType: MissionType,
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fleet: Partial<Fleet>,
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cargo: Resources,
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flightTime: number
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): FleetMission => {
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const now = Date.now()
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return {
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id: `mission_${now}`,
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playerId,
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originPlanetId,
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targetPosition,
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missionType,
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fleet,
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cargo,
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departureTime: now,
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arrivalTime: now + flightTime * 1000,
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returnTime: now + flightTime * 2 * 1000,
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status: 'outbound'
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}
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}
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/**
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* 处理运输任务到达
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*/
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export const processTransportArrival = (
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mission: FleetMission,
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targetPlanet: Planet | undefined,
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player?: Player,
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allNpcs?: NPC[],
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locale: Locale = 'zh-CN'
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): { success: boolean; reputationGain?: number } => {
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// 检查是否是赠送任务
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if (mission.isGift && mission.giftTargetNpcId && player && allNpcs) {
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const targetNpc = allNpcs.find(n => n.id === mission.giftTargetNpcId)
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if (targetNpc) {
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const giftResult = diplomaticLogic.handleGiftArrival(mission, player, targetNpc, locale)
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mission.status = 'returning'
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// 如果礼物被拒绝,资源返还给玩家
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if (!giftResult.accepted) {
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// 资源保留在cargo中,返回时会退还给玩家
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return { success: false, reputationGain: undefined }
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}
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// 礼物被接受,清空货物
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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return { success: true, reputationGain: giftResult.reputationGain }
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}
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}
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// 正常运输任务
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if (targetPlanet) {
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targetPlanet.resources.metal += mission.cargo.metal
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targetPlanet.resources.crystal += mission.cargo.crystal
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targetPlanet.resources.deuterium += mission.cargo.deuterium
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targetPlanet.resources.darkMatter += mission.cargo.darkMatter
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mission.status = 'returning'
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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return { success: true }
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}
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mission.status = 'returning'
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mission.cargo = { metal: 0, crystal: 0, deuterium: 0, darkMatter: 0, energy: 0 }
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return { success: false }
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}
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/**
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* 处理攻击任务到达
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*/
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export const processAttackArrival = async (
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mission: FleetMission,
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targetPlanet: Planet | undefined,
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attacker: Player,
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defender: Player | null,
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allPlanets: Planet[]
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): Promise<{ battleResult: BattleResult; moon: Planet | null; debrisField: DebrisField | null } | null> => {
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if (!targetPlanet || targetPlanet.ownerId === attacker.id) {
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mission.status = 'returning'
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return null
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}
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// 执行战斗(使用 Worker 进行异步计算)
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const battleResult = await battleLogic.simulateBattle(
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mission.fleet,
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targetPlanet.fleet,
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targetPlanet.defense,
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targetPlanet.resources,
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attacker.officers,
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defender?.officers || ({} as Record<OfficerType, Officer>),
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attacker.technologies,
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defender?.technologies || ({} as Record<TechnologyType, number>)
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)
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// 更新战斗报告ID
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battleResult.id = `battle_${Date.now()}`
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battleResult.attackerId = attacker.id
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battleResult.defenderId = targetPlanet.ownerId || 'unknown'
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battleResult.attackerPlanetId = mission.originPlanetId
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battleResult.defenderPlanetId = targetPlanet.id
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// 如果攻击方获胜,掠夺资源已经在战斗模拟中计算
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mission.cargo = battleResult.plunder
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// 更新舰队 - 计算幸存舰船
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const survivingFleet: Partial<Fleet> = {}
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Object.entries(mission.fleet).forEach(([shipType, initialCount]) => {
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const lost = battleResult.attackerLosses[shipType as ShipType] || 0
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const surviving = initialCount - lost
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if (surviving > 0) {
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survivingFleet[shipType as ShipType] = surviving
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}
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})
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mission.fleet = survivingFleet
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// 更新目标星球舰队和防御
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Object.entries(battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
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targetPlanet.fleet[shipType as ShipType] = Math.max(0, targetPlanet.fleet[shipType as ShipType] - lost)
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})
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Object.entries(battleResult.defenderLosses.defense).forEach(([defenseType, lost]) => {
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targetPlanet.defense[defenseType as DefenseType] = Math.max(0, targetPlanet.defense[defenseType as DefenseType] - lost)
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})
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// 防御设施修复(70%概率)
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const defenseBeforeBattle: Partial<Record<DefenseType, number>> = { ...targetPlanet.defense }
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Object.entries(battleResult.defenderLosses.defense).forEach(([defenseType, lost]) => {
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defenseBeforeBattle[defenseType as DefenseType] = (defenseBeforeBattle[defenseType as DefenseType] || 0) + lost
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})
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targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
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// 扣除掠夺的资源
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targetPlanet.resources.metal -= battleResult.plunder.metal
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targetPlanet.resources.crystal -= battleResult.plunder.crystal
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targetPlanet.resources.deuterium -= battleResult.plunder.deuterium
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mission.status = 'returning'
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// 尝试生成月球(如果该位置还没有月球)
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let moon: Planet | null = null
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const moonCheck = moonValidation.canCreateMoon(allPlanets, targetPlanet.position, battleResult.debrisField)
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if (moonCheck.canCreate && moonCheck.chance) {
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if (moonValidation.shouldGenerateMoon(moonCheck.chance)) {
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moon = moonLogic.tryGenerateMoon(battleResult.debrisField, targetPlanet.position, targetPlanet.id, targetPlanet.ownerId || 'unknown')
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}
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}
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// 创建残骸场(如果有残骸)
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let debrisField: DebrisField | null = null
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const totalDebris = battleResult.debrisField.metal + battleResult.debrisField.crystal
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if (totalDebris > 0) {
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debrisField = {
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id: `debris_${targetPlanet.position.galaxy}_${targetPlanet.position.system}_${targetPlanet.position.position}`,
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position: targetPlanet.position,
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resources: {
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metal: battleResult.debrisField.metal,
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crystal: battleResult.debrisField.crystal
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},
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createdAt: Date.now()
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}
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}
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return { battleResult, moon, debrisField }
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}
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/**
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* 处理NPC攻击玩家星球
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* 专门用于NPC作为攻击方的情况
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*/
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export const processNPCAttackArrival = async (
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npc: NPC,
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mission: FleetMission,
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targetPlanet: Planet,
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defender: Player,
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allPlanets: Planet[]
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): Promise<{ battleResult: BattleResult; moon: Planet | null; debrisField: DebrisField | null } | null> => {
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// 执行战斗(使用 Worker 进行异步计算)
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const battleResult = await battleLogic.simulateBattle(
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mission.fleet, // NPC舰队
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targetPlanet.fleet, // 玩家舰队
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targetPlanet.defense, // 玩家防御
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targetPlanet.resources, // 玩家资源
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{} as Record<OfficerType, Officer>, // NPC没有军官系统
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defender.officers || ({} as Record<OfficerType, Officer>), // 玩家军官
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npc.technologies, // NPC科技等级
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defender.technologies // 玩家科技等级
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)
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// 更新战斗报告ID和参与者信息
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battleResult.id = `battle_${Date.now()}`
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battleResult.attackerId = npc.id
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battleResult.defenderId = defender.id
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battleResult.attackerPlanetId = mission.originPlanetId
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battleResult.defenderPlanetId = targetPlanet.id
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battleResult.timestamp = Date.now()
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// 如果NPC获胜,掠夺的资源给NPC的起始星球
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if (battleResult.winner === 'attacker' && battleResult.plunder) {
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const npcOriginPlanet = npc.planets.find(p => p.id === mission.originPlanetId)
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if (npcOriginPlanet) {
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// NPC获得掠夺的资源(当舰队返回时)
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mission.cargo = battleResult.plunder
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}
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}
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// 更新NPC舰队 - 计算幸存舰船
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const survivingFleet: Partial<Fleet> = {}
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Object.entries(mission.fleet).forEach(([shipType, initialCount]) => {
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const lost = battleResult.attackerLosses[shipType as ShipType] || 0
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const surviving = initialCount - lost
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if (surviving > 0) {
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survivingFleet[shipType as ShipType] = surviving
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}
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})
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mission.fleet = survivingFleet
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// 更新玩家星球舰队和防御
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Object.entries(battleResult.defenderLosses.fleet).forEach(([shipType, lost]) => {
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targetPlanet.fleet[shipType as ShipType] = Math.max(0, (targetPlanet.fleet[shipType as ShipType] || 0) - lost)
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})
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Object.entries(battleResult.defenderLosses.defense).forEach(([defenseType, lost]) => {
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targetPlanet.defense[defenseType as DefenseType] = Math.max(0, (targetPlanet.defense[defenseType as DefenseType] || 0) - lost)
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})
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// 防御设施修复(70%概率)
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const defenseBeforeBattle: Partial<Record<DefenseType, number>> = { ...targetPlanet.defense }
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Object.entries(battleResult.defenderLosses.defense).forEach(([defenseType, lost]) => {
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defenseBeforeBattle[defenseType as DefenseType] = (defenseBeforeBattle[defenseType as DefenseType] || 0) + lost
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})
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targetPlanet.defense = battleLogic.repairDefense(defenseBeforeBattle, targetPlanet.defense) as Record<DefenseType, number>
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// 扣除玩家星球被掠夺的资源
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if (battleResult.plunder) {
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targetPlanet.resources.metal = Math.max(0, targetPlanet.resources.metal - battleResult.plunder.metal)
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targetPlanet.resources.crystal = Math.max(0, targetPlanet.resources.crystal - battleResult.plunder.crystal)
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targetPlanet.resources.deuterium = Math.max(0, targetPlanet.resources.deuterium - battleResult.plunder.deuterium)
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}
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mission.status = 'returning'
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// 尝试生成月球(如果该位置还没有月球)
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let moon: Planet | null = null
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const moonCheck = moonValidation.canCreateMoon(allPlanets, targetPlanet.position, battleResult.debrisField)
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if (moonCheck.canCreate && moonCheck.chance) {
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if (moonValidation.shouldGenerateMoon(moonCheck.chance)) {
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moon = moonLogic.tryGenerateMoon(battleResult.debrisField, targetPlanet.position, targetPlanet.id, targetPlanet.ownerId || 'unknown')
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}
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}
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// 创建残骸场(如果有残骸)
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let debrisField: DebrisField | null = null
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const totalDebris = battleResult.debrisField.metal + battleResult.debrisField.crystal
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if (totalDebris > 0) {
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debrisField = {
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id: `debris_${targetPlanet.position.galaxy}_${targetPlanet.position.system}_${targetPlanet.position.position}`,
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position: targetPlanet.position,
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resources: {
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metal: battleResult.debrisField.metal,
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crystal: battleResult.debrisField.crystal
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},
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createdAt: Date.now()
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}
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}
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return { battleResult, moon, debrisField }
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}
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/**
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* 计算玩家最大星球数量
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* 基于天体物理学技术等级
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*/
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export const calculateMaxPlanets = (astrophysicsLevel: number): number => {
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// 基础1个星球(主星) + 每级天体物理学增加1个殖民地槽位
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return 1 + astrophysicsLevel
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}
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/**
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* 检查玩家是否可以殖民新星球
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*/
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export const canColonize = (player: Player): boolean => {
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const astrophysicsLevel = player.technologies[TechnologyType.Astrophysics] || 0
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const maxPlanets = calculateMaxPlanets(astrophysicsLevel)
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const currentPlanets = player.planets.length
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return currentPlanets < maxPlanets
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}
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/**
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* 处理殖民任务到达
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*/
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export const processColonizeArrival = (
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mission: FleetMission,
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targetPlanet: Planet | undefined,
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player: Player,
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colonyNameTemplate: string = 'Colony'
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): Planet | null => {
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if (targetPlanet) {
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// 位置已被占用
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mission.status = 'returning'
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return null
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}
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// 检查殖民地槽位限制
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if (!canColonize(player)) {
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// 超出殖民地数量限制,殖民船返回
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mission.status = 'returning'
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return null
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}
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// 创建新殖民地
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const newPlanet: Planet = {
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id: `planet_${Date.now()}`,
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name: `${colonyNameTemplate} ${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`,
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ownerId: player.id,
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position: mission.targetPosition,
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resources: { metal: 500, crystal: 500, deuterium: 0, darkMatter: 0, energy: 0 },
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buildings: {} as Record<BuildingType, number>,
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fleet: {
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[ShipType.LightFighter]: 0,
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[ShipType.HeavyFighter]: 0,
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[ShipType.Cruiser]: 0,
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[ShipType.Battleship]: 0,
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[ShipType.Battlecruiser]: 0,
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[ShipType.Bomber]: 0,
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[ShipType.Destroyer]: 0,
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[ShipType.SmallCargo]: 0,
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[ShipType.LargeCargo]: 0,
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[ShipType.ColonyShip]: 0,
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[ShipType.Recycler]: 0,
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[ShipType.EspionageProbe]: 0,
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[ShipType.SolarSatellite]: 0,
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[ShipType.DarkMatterHarvester]: 0,
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[ShipType.Deathstar]: 0
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},
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defense: {
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[DefenseType.RocketLauncher]: 0,
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[DefenseType.LightLaser]: 0,
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[DefenseType.HeavyLaser]: 0,
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[DefenseType.GaussCannon]: 0,
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[DefenseType.IonCannon]: 0,
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[DefenseType.PlasmaTurret]: 0,
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[DefenseType.SmallShieldDome]: 0,
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[DefenseType.LargeShieldDome]: 0,
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[DefenseType.AntiBallisticMissile]: 0,
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[DefenseType.InterplanetaryMissile]: 0,
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[DefenseType.PlanetaryShield]: 0
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},
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buildQueue: [],
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lastUpdate: Date.now(),
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maxSpace: 200,
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maxFleetStorage: FLEET_STORAGE_CONFIG.baseStorage,
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isMoon: false
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}
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Object.values(BuildingType).forEach(building => {
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newPlanet.buildings[building] = 0
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})
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// 殖民船被消耗
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mission.fleet[ShipType.ColonyShip] = (mission.fleet[ShipType.ColonyShip] || 1) - 1
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mission.status = 'returning'
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return newPlanet
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}
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/**
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* 计算间谍侦查信息可见度
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* 根据双方间谍技术等级差异决定显示哪些信息
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*/
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export const calculateSpyVisibility = (
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attackerSpyLevel: number,
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defenderSpyLevel: number,
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spyProbeCount: number
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): {
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showFleet: boolean
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showDefense: boolean
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showBuildings: boolean
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showTechnologies: boolean
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} => {
|
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// 技术等级差异 (考虑间谍探测器数量加成)
|
||
const levelDiff = attackerSpyLevel - defenderSpyLevel + Math.floor(spyProbeCount / 5)
|
||
|
||
return {
|
||
showFleet: levelDiff >= -1, // Level 2: Resources + fleet
|
||
showDefense: levelDiff >= 1, // Level 4: Resources + fleet + defense
|
||
showBuildings: levelDiff >= 3, // Level 6: Resources + fleet + defense + buildings
|
||
showTechnologies: levelDiff >= 5 // Level 8: Resources + fleet + defense + buildings + technologies
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 计算间谍侦查被发现概率
|
||
*/
|
||
export const calculateSpyDetectionChance = (attackerSpyLevel: number, defenderSpyLevel: number, spyProbeCount: number): number => {
|
||
// 基础被发现概率
|
||
let baseChance = 0.25
|
||
|
||
// 技术等级差异影响
|
||
const levelDiff = defenderSpyLevel - attackerSpyLevel
|
||
if (levelDiff > 0) {
|
||
baseChance += levelDiff * 0.1 // 防守方技术高,增加被发现概率
|
||
} else {
|
||
baseChance += levelDiff * 0.05 // 攻击方技术高,减少被发现概率
|
||
}
|
||
|
||
// 间谍探测器数量影响
|
||
baseChance -= spyProbeCount * 0.01 // 每个探测器降低1%被发现概率
|
||
|
||
// 限制在 1% - 99% 之间
|
||
return Math.max(0.01, Math.min(0.99, baseChance))
|
||
}
|
||
|
||
/**
|
||
* 处理间谍任务到达
|
||
*/
|
||
export const processSpyArrival = (
|
||
mission: FleetMission,
|
||
targetPlanet: Planet | undefined,
|
||
attacker: Player,
|
||
defender: Player | null,
|
||
allNpcs?: NPC[],
|
||
locale: Locale = 'zh-CN'
|
||
): SpyReport | null => {
|
||
if (!targetPlanet) {
|
||
mission.status = 'returning'
|
||
return null
|
||
}
|
||
|
||
// 获取间谍技术等级
|
||
const attackerSpyLevel = attacker.technologies[TechnologyType.EspionageTechnology] || 0
|
||
const defenderSpyLevel = defender?.technologies[TechnologyType.EspionageTechnology] || 0
|
||
const spyProbeCount = mission.fleet[ShipType.EspionageProbe] || 0
|
||
|
||
// 计算信息可见度
|
||
const visibility = calculateSpyVisibility(attackerSpyLevel, defenderSpyLevel, spyProbeCount)
|
||
|
||
// 计算被发现概率
|
||
const detectionChance = calculateSpyDetectionChance(attackerSpyLevel, defenderSpyLevel, spyProbeCount)
|
||
|
||
// 判断是否被发现
|
||
const wasDetected = Math.random() < detectionChance
|
||
|
||
const spyReport: SpyReport = {
|
||
id: `spy_${Date.now()}`,
|
||
timestamp: Date.now(),
|
||
spyId: attacker.id,
|
||
targetPlanetId: targetPlanet.id,
|
||
targetPlanetName: targetPlanet.name,
|
||
targetPosition: { ...targetPlanet.position },
|
||
targetPlayerId: targetPlanet.ownerId || 'unknown',
|
||
resources: { ...targetPlanet.resources }, // 资源信息始终可见
|
||
fleet: visibility.showFleet ? { ...targetPlanet.fleet } : undefined,
|
||
defense: visibility.showDefense ? { ...targetPlanet.defense } : undefined,
|
||
buildings: visibility.showBuildings ? { ...targetPlanet.buildings } : undefined,
|
||
technologies: visibility.showTechnologies && defender ? { ...defender.technologies } : undefined,
|
||
detectionChance
|
||
}
|
||
|
||
// 如果目标是NPC星球,调用外交逻辑
|
||
if (allNpcs && targetPlanet.ownerId) {
|
||
const targetNpc = allNpcs.find(npc => npc.planets.some(p => p.id === targetPlanet.id))
|
||
if (targetNpc) {
|
||
diplomaticLogic.handleSpyReputation(attacker, targetNpc, wasDetected, locale)
|
||
}
|
||
}
|
||
|
||
mission.status = 'returning'
|
||
return spyReport
|
||
}
|
||
|
||
/**
|
||
* 处理部署任务到达
|
||
*/
|
||
export const processDeployArrival = (mission: FleetMission, targetPlanet: Planet | undefined, playerId: string): boolean => {
|
||
if (!targetPlanet || targetPlanet.ownerId !== playerId) {
|
||
mission.status = 'returning'
|
||
return false
|
||
}
|
||
|
||
for (const [shipType, count] of Object.entries(mission.fleet)) {
|
||
targetPlanet.fleet[shipType as ShipType] += count
|
||
}
|
||
|
||
// 部署任务直接完成,不返回
|
||
return true
|
||
}
|
||
|
||
/**
|
||
* 处理回收任务到达
|
||
*/
|
||
export const processRecycleArrival = (
|
||
mission: FleetMission,
|
||
debrisField: DebrisField | undefined,
|
||
player?: Player,
|
||
allNpcs?: NPC[],
|
||
locale: Locale = 'zh-CN'
|
||
): { collectedResources: Pick<Resources, 'metal' | 'crystal'>; remainingDebris: Pick<Resources, 'metal' | 'crystal'> | null } | null => {
|
||
if (!debrisField) {
|
||
mission.status = 'returning'
|
||
return null
|
||
}
|
||
|
||
// 计算回收船的货舱容量
|
||
const recyclerCount = mission.fleet[ShipType.Recycler] || 0
|
||
const recyclerCapacity = 20000 // 每艘回收船容量20000
|
||
const totalCapacity = recyclerCount * recyclerCapacity
|
||
|
||
// 计算已装载的货物
|
||
const currentCargo = mission.cargo.metal + mission.cargo.crystal + mission.cargo.deuterium
|
||
|
||
// 剩余容量
|
||
const availableCapacity = totalCapacity - currentCargo
|
||
|
||
// 计算可以收集的资源
|
||
const totalDebris = debrisField.resources.metal + debrisField.resources.crystal
|
||
const collectedAmount = Math.min(totalDebris, availableCapacity)
|
||
|
||
// 防止除零:如果残骸为0,直接返回
|
||
if (totalDebris === 0) {
|
||
mission.status = 'returning'
|
||
return null
|
||
}
|
||
|
||
// 按比例收集金属和晶体
|
||
const metalRatio = debrisField.resources.metal / totalDebris
|
||
const crystalRatio = debrisField.resources.crystal / totalDebris
|
||
|
||
const collectedMetal = Math.floor(collectedAmount * metalRatio)
|
||
const collectedCrystal = Math.floor(collectedAmount * crystalRatio)
|
||
|
||
// 更新任务货物
|
||
mission.cargo.metal += collectedMetal
|
||
mission.cargo.crystal += collectedCrystal
|
||
|
||
// 更新残骸场
|
||
const remainingMetal = debrisField.resources.metal - collectedMetal
|
||
const remainingCrystal = debrisField.resources.crystal - collectedCrystal
|
||
|
||
mission.status = 'returning'
|
||
|
||
// 检查是否在NPC星球位置回收残骸,如果是则降低好感度
|
||
if (player && allNpcs && collectedAmount > 0) {
|
||
diplomaticLogic.handleDebrisRecycleReputation(player, debrisField.position, allNpcs, locale)
|
||
}
|
||
|
||
return {
|
||
collectedResources: {
|
||
metal: collectedMetal,
|
||
crystal: collectedCrystal
|
||
},
|
||
remainingDebris:
|
||
remainingMetal > 0 || remainingCrystal > 0
|
||
? {
|
||
metal: remainingMetal,
|
||
crystal: remainingCrystal
|
||
}
|
||
: null
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 计算行星毁灭概率
|
||
*/
|
||
export const calculateDestructionChance = (deathstarCount: number, planetaryShieldCount: number, planetDefensePower: number): number => {
|
||
// 基础摧毁概率:每艘死星 10%
|
||
let baseChance = deathstarCount * 10
|
||
|
||
// 行星护盾减少概率:每个护盾 -5%
|
||
const shieldReduction = planetaryShieldCount * 5
|
||
|
||
// 防御力量减少概率:每 10000 防御力量 -1%
|
||
const defensePowerReduction = Math.floor(planetDefensePower / 10000)
|
||
|
||
// 最终概率
|
||
let finalChance = baseChance - shieldReduction - defensePowerReduction
|
||
|
||
// 限制在 1% - 99% 之间
|
||
return Math.max(1, Math.min(99, finalChance))
|
||
}
|
||
|
||
/**
|
||
* 计算星球总防御力量
|
||
*/
|
||
export const calculatePlanetDefensePower = (fleet: Partial<Fleet>, defense: Partial<Record<DefenseType, number>>): number => {
|
||
let totalPower = 0
|
||
|
||
// 计算舰队力量
|
||
Object.entries(fleet).forEach(([_shipType, count]) => {
|
||
if (count > 0) {
|
||
// 简单估算:每艘船的攻击力 + 护盾 + 装甲 / 10
|
||
totalPower += count * 100 // 简化计算
|
||
}
|
||
})
|
||
|
||
// 计算防御设施力量
|
||
Object.entries(defense).forEach(([_defenseType, count]) => {
|
||
if (count > 0) {
|
||
totalPower += count * 50 // 简化计算
|
||
}
|
||
})
|
||
|
||
return totalPower
|
||
}
|
||
|
||
/**
|
||
* 处理行星毁灭任务到达
|
||
*/
|
||
export const processDestroyArrival = (
|
||
mission: FleetMission,
|
||
targetPlanet: Planet | undefined,
|
||
attacker: Player
|
||
): { success: boolean; destructionChance: number; planetId?: string } | null => {
|
||
if (!targetPlanet || targetPlanet.ownerId === attacker.id) {
|
||
mission.status = 'returning'
|
||
return null
|
||
}
|
||
|
||
// 检查是否有死星
|
||
const deathstarCount = mission.fleet[ShipType.Deathstar] || 0
|
||
if (deathstarCount === 0) {
|
||
mission.status = 'returning'
|
||
return null
|
||
}
|
||
|
||
// 计算目标星球的防御力量
|
||
const planetaryShieldCount = targetPlanet.defense[DefenseType.PlanetaryShield] || 0
|
||
const defensePower = calculatePlanetDefensePower(targetPlanet.fleet, targetPlanet.defense)
|
||
|
||
// 计算摧毁概率
|
||
const destructionChance = calculateDestructionChance(deathstarCount, planetaryShieldCount, defensePower)
|
||
|
||
// 随机判断是否成功
|
||
const randomValue = Math.random() * 100
|
||
const success = randomValue < destructionChance
|
||
|
||
mission.status = 'returning'
|
||
|
||
return {
|
||
success,
|
||
destructionChance,
|
||
planetId: success ? targetPlanet.id : undefined
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 处理舰队任务返回
|
||
*/
|
||
export const processFleetReturn = (mission: FleetMission, originPlanet: Planet): void => {
|
||
// 舰船返回
|
||
Object.entries(mission.fleet).forEach(([shipType, count]) => {
|
||
if (count > 0) {
|
||
originPlanet.fleet[shipType as ShipType] += count
|
||
}
|
||
})
|
||
|
||
// 资源返回(掠夺物或运输货物)
|
||
originPlanet.resources.metal += mission.cargo.metal
|
||
originPlanet.resources.crystal += mission.cargo.crystal
|
||
originPlanet.resources.deuterium += mission.cargo.deuterium
|
||
originPlanet.resources.darkMatter += mission.cargo.darkMatter
|
||
}
|
||
|
||
/**
|
||
* 更新舰队任务状态
|
||
*/
|
||
export const updateFleetMissions = async (
|
||
missions: FleetMission[],
|
||
planets: Map<string, Planet>,
|
||
debrisFields: Map<string, DebrisField>,
|
||
attacker: Player,
|
||
defender: Player | null,
|
||
now: number,
|
||
allNpcs?: NPC[],
|
||
locale?: Locale
|
||
): Promise<{
|
||
completedMissions: string[]
|
||
battleReports: BattleResult[]
|
||
spyReports: SpyReport[]
|
||
newColonies: Planet[]
|
||
newMoons: Planet[]
|
||
newDebrisFields: DebrisField[]
|
||
updatedDebrisFields: DebrisField[]
|
||
removedDebrisFieldIds: string[]
|
||
destroyedPlanetIds: string[]
|
||
}> => {
|
||
const completedMissions: string[] = []
|
||
const battleReports: BattleResult[] = []
|
||
const spyReports: SpyReport[] = []
|
||
const newColonies: Planet[] = []
|
||
const newMoons: Planet[] = []
|
||
const newDebrisFields: DebrisField[] = []
|
||
const updatedDebrisFields: DebrisField[] = []
|
||
const removedDebrisFieldIds: string[] = []
|
||
const destroyedPlanetIds: string[] = []
|
||
|
||
// 获取所有星球列表(用于月球生成检查)
|
||
const allPlanets = Array.from(planets.values())
|
||
|
||
// 使用 for...of 以支持 await
|
||
for (const mission of missions) {
|
||
const originPlanet = attacker.planets.find(p => p.id === mission.originPlanetId)
|
||
|
||
if (mission.status === 'outbound' && now >= mission.arrivalTime) {
|
||
// 任务到达目标
|
||
const targetKey = `${mission.targetPosition.galaxy}:${mission.targetPosition.system}:${mission.targetPosition.position}`
|
||
const targetPlanet = planets.get(targetKey)
|
||
|
||
switch (mission.missionType) {
|
||
case MissionType.Transport:
|
||
processTransportArrival(mission, targetPlanet, attacker, allNpcs)
|
||
break
|
||
|
||
case MissionType.Attack: {
|
||
const attackResult = await processAttackArrival(mission, targetPlanet, attacker, defender, allPlanets)
|
||
if (attackResult) {
|
||
battleReports.push(attackResult.battleResult)
|
||
if (attackResult.moon) {
|
||
newMoons.push(attackResult.moon)
|
||
// 将月球添加到planets map中
|
||
const moonKey = `${attackResult.moon.position.galaxy}:${attackResult.moon.position.system}:${attackResult.moon.position.position}`
|
||
planets.set(moonKey, attackResult.moon)
|
||
}
|
||
if (attackResult.debrisField) {
|
||
// 检查该位置是否已存在残骸场
|
||
const existingDebris = debrisFields.get(attackResult.debrisField.id)
|
||
if (existingDebris) {
|
||
// 累加残骸资源
|
||
const updatedDebris: DebrisField = {
|
||
...existingDebris,
|
||
resources: {
|
||
metal: existingDebris.resources.metal + attackResult.debrisField.resources.metal,
|
||
crystal: existingDebris.resources.crystal + attackResult.debrisField.resources.crystal
|
||
}
|
||
}
|
||
debrisFields.set(attackResult.debrisField.id, updatedDebris)
|
||
updatedDebrisFields.push(updatedDebris)
|
||
} else {
|
||
// 新建残骸场
|
||
debrisFields.set(attackResult.debrisField.id, attackResult.debrisField)
|
||
newDebrisFields.push(attackResult.debrisField)
|
||
}
|
||
}
|
||
}
|
||
break
|
||
}
|
||
|
||
case MissionType.Colonize:
|
||
const newColony = processColonizeArrival(mission, targetPlanet, attacker)
|
||
if (newColony) {
|
||
newColonies.push(newColony)
|
||
planets.set(targetKey, newColony)
|
||
}
|
||
break
|
||
|
||
case MissionType.Spy:
|
||
const spyReport = processSpyArrival(mission, targetPlanet, attacker, defender)
|
||
if (spyReport) {
|
||
spyReports.push(spyReport)
|
||
}
|
||
break
|
||
|
||
case MissionType.Deploy:
|
||
const deployed = processDeployArrival(mission, targetPlanet, attacker.id)
|
||
if (deployed) {
|
||
completedMissions.push(mission.id)
|
||
}
|
||
break
|
||
|
||
case MissionType.Recycle:
|
||
const debrisId = `debris_${mission.targetPosition.galaxy}_${mission.targetPosition.system}_${mission.targetPosition.position}`
|
||
const debrisField = debrisFields.get(debrisId)
|
||
const recycleResult = processRecycleArrival(mission, debrisField, attacker, allNpcs)
|
||
if (recycleResult) {
|
||
if (recycleResult.remainingDebris) {
|
||
// 更新残骸场
|
||
const updatedDebris: DebrisField = {
|
||
...debrisField!,
|
||
resources: recycleResult.remainingDebris
|
||
}
|
||
debrisFields.set(debrisId, updatedDebris)
|
||
updatedDebrisFields.push(updatedDebris)
|
||
} else {
|
||
// 残骸场已被完全收集,删除
|
||
debrisFields.delete(debrisId)
|
||
removedDebrisFieldIds.push(debrisId)
|
||
}
|
||
}
|
||
break
|
||
|
||
case MissionType.Destroy:
|
||
const destroyResult = processDestroyArrival(mission, targetPlanet, attacker)
|
||
if (destroyResult && destroyResult.success && destroyResult.planetId) {
|
||
// 星球被摧毁
|
||
destroyedPlanetIds.push(destroyResult.planetId)
|
||
|
||
// 处理外交关系(如果目标是NPC星球)
|
||
if (targetPlanet && targetPlanet.ownerId && allNpcs && locale) {
|
||
const planetOwner = allNpcs.find(npc => npc.id === targetPlanet.ownerId)
|
||
if (planetOwner) {
|
||
diplomaticLogic.handlePlanetDestructionReputation(attacker, targetPlanet, planetOwner, allNpcs, locale)
|
||
}
|
||
}
|
||
|
||
planets.delete(targetKey)
|
||
}
|
||
break
|
||
}
|
||
}
|
||
|
||
if (mission.status === 'returning' && mission.returnTime && now >= mission.returnTime) {
|
||
// 舰队返回
|
||
if (originPlanet) {
|
||
processFleetReturn(mission, originPlanet)
|
||
}
|
||
completedMissions.push(mission.id)
|
||
}
|
||
}
|
||
|
||
return {
|
||
completedMissions,
|
||
battleReports,
|
||
spyReports,
|
||
newColonies,
|
||
newMoons,
|
||
newDebrisFields,
|
||
updatedDebrisFields,
|
||
removedDebrisFieldIds,
|
||
destroyedPlanetIds
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 召回舰队
|
||
*/
|
||
export const recallFleetMission = (mission: FleetMission, now: number): boolean => {
|
||
if (mission.status !== 'outbound') return false
|
||
|
||
const elapsedTime = now - mission.departureTime
|
||
|
||
// 如果还在飞行途中,立即返回
|
||
if (now < mission.arrivalTime) {
|
||
mission.status = 'returning'
|
||
mission.returnTime = now + elapsedTime // 返回时间等于已飞行的时间
|
||
return true
|
||
}
|
||
|
||
return false
|
||
}
|