Files
ogame-vue-ts/src/logic/researchValidation.ts
2026-01-06 03:00:02 +08:00

114 lines
3.7 KiB
TypeScript

import type { Planet, Resources, BuildQueueItem, Officer } from '@/types/game'
import { TechnologyType, OfficerType, BuildingType } from '@/types/game'
import * as researchLogic from './researchLogic'
import * as resourceLogic from './resourceLogic'
import * as publicLogic from './publicLogic'
import * as officerLogic from './officerLogic'
/**
* 验证科技研究的所有条件
*/
export const validateTechnologyResearch = (
planet: Planet,
techType: TechnologyType,
technologies: Partial<Record<TechnologyType, number>>,
researchQueue: BuildQueueItem[]
): {
valid: boolean
reason?: string
} => {
const currentLevel = technologies[techType] || 0
const targetLevel = currentLevel + 1
const cost = researchLogic.calculateTechnologyCost(techType, targetLevel)
// 检查队列中是否已存在该科技的研究任务
const existingQueueItem = researchQueue.find(item => item.type === 'technology' && item.itemType === techType)
if (existingQueueItem) {
return { valid: false, reason: 'errors.technologyAlreadyInQueue' }
}
// 检查研究队列是否已满
const maxQueue = publicLogic.getMaxResearchQueue(technologies)
if (researchQueue.length >= maxQueue) {
return { valid: false, reason: 'errors.researchQueueFull' }
}
// 检查前置条件
if (!researchLogic.checkTechnologyRequirements(techType, planet.buildings, technologies)) {
return { valid: false, reason: 'errors.requirementsNotMet' }
}
// 检查资源
if (!resourceLogic.checkResourcesAvailable(planet.resources, cost)) {
return { valid: false, reason: 'errors.insufficientResources' }
}
return { valid: true }
}
/**
* 执行科技研究(扣除资源,创建队列项)
*/
export const executeTechnologyResearch = (
planet: Planet,
techType: TechnologyType,
currentLevel: number,
officers: Record<OfficerType, Officer>,
technologies: Partial<Record<TechnologyType, number>>,
allPlanets?: Planet[]
): { queueItem: BuildQueueItem } => {
const targetLevel = currentLevel + 1
const cost = researchLogic.calculateTechnologyCost(techType, targetLevel)
// 计算军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 获取星际研究网络等级
const intergalacticResearchNetworkLevel = technologies[TechnologyType.IntergalacticResearchNetwork] || 0
// 计算有效研究实验室等级(考虑星际研究网络)
let researchLabLevel: number
if (allPlanets && intergalacticResearchNetworkLevel > 0) {
researchLabLevel = researchLogic.calculateEffectiveLabLevel(allPlanets, planet.id, intergalacticResearchNetworkLevel)
} else {
researchLabLevel = planet.buildings[BuildingType.ResearchLab] || 1
}
const energyTechLevel = technologies[TechnologyType.EnergyTechnology] || 0
// 获取大学等级(加速研究)
const universityLevel = planet.buildings[BuildingType.University] || 0
const time = researchLogic.calculateTechnologyTime(
techType,
currentLevel,
bonuses.researchSpeedBonus,
researchLabLevel,
energyTechLevel,
1,
universityLevel
)
// 扣除资源
resourceLogic.deductResources(planet.resources, cost)
// 创建队列项
const queueItem = researchLogic.createResearchQueueItem(techType, targetLevel, time)
return { queueItem }
}
/**
* 取消研究并计算返还资源
*/
export const cancelTechnologyResearch = (queueItem: BuildQueueItem): Resources => {
const cost = researchLogic.calculateTechnologyCost(queueItem.itemType as TechnologyType, queueItem.targetLevel || 1)
return {
metal: Math.floor(cost.metal * 0.5),
crystal: Math.floor(cost.crystal * 0.5),
deuterium: Math.floor(cost.deuterium * 0.5),
darkMatter: Math.floor(cost.darkMatter * 0.5),
energy: 0
}
}