sa/Stars Assistant/Model/Planet.cs

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using System.ComponentModel.DataAnnotations;
using System.Globalization;
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namespace StarsAssistant.Model;
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public class Planet
{
#region Persistant and derived propeties
public const int MinEffectiveValue = 5;
[Key]
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public required string Name { get; set; }
public string? OwnerId { get; set; }
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public string StarbaseType { get; set; } = String.Empty;
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public int ReportAge { get; set; } = 0;
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public int? Population { get; set; }
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public int? Value { get; set; }
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public int? Mines { get; set; }
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public int? Factories { get; set; }
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public decimal? DefPercent { get; set; }
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public int? SurfaceIronium { get; set; }
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public int? SurfaceBoranium { get; set; }
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public int? SurfaceGermanium { get; set; }
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public int? MRIronium { get; set; }
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public int? MRBoranium { get; set; }
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public int? MRGermanium { get; set; }
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public int? MCIronium { get; set; }
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public int? MCBoranium { get; set; }
public int? MCGermanium { get; set; }
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public int? Resources { get; set; }
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public decimal? Gravity { get; set; }
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public decimal? Temperature { get; set; }
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public decimal? Radiation { get; set; }
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public decimal? GravityOrig { get; set; }
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public decimal? TemperatureOrig { get; set; }
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public decimal? RadiationOrig { get; set; }
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public int? MaxTerraforming { get; set; }
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public int? CapacityPercent { get; set; }
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public int? ScanRange { get; set; }
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public int? PenScanRange { get; set; }
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public int? Driver { get; set; }
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public int? DriverWarp { get; set; }
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public string? RouteTarget { get; set; }
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public int? GateRange { get; set; }
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public int? GateMass { get; set; }
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public int? PctDamage { get; set; }
#endregion
#region Relationships
public Race? Owner { get; set; }
#endregion
#region Derived Properties
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public static int EffectiveValue(int? value) {
if (value == null) return 0;
if (value < MinEffectiveValue) return MinEffectiveValue;
return (int) value;
}
public int EffectiveValue() => EffectiveValue(Value);
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public static int MaxPopOnPlanet (int? value) {
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return Services.Game.Player.MaxPopOnPlanet * EffectiveValue(value) / 100;
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}
public int MaxPopOnPlanet() => MaxPopOnPlanet(Value);
public int PopGrowth(int currentPop, int maxPop, int value) {
// What to do with non player races?
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if (OwnerId != Services.Game.Player.Name) return 0;
double popRatio = currentPop / maxPop;
int growth = 0;
if (value < 0)
growth = currentPop * value / 10;
else if (popRatio <= 0.25)
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growth = currentPop * value * (Services.Game.Player.GrowthRatePercent ?? 0) / 100;
else if (popRatio <= 1)
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growth = currentPop * value * (Services.Game.Player.GrowthRatePercent ?? 0) /100 * 16 / 9 * ((int) Math.Pow(1 - popRatio, 2));
else
growth = (int) (currentPop * (popRatio - 1) * 0.04);
return growth / 100 * 100;
}
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public int PopGrowth() => PopGrowth(Population ?? 0, MaxPopOnPlanet(), Value ?? 0);
public int MaxFact(int currentPop) {
int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
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double tmp = (double) effectivePop / 10000 * Services.Game.Player.FactoryNumberPer10k ?? 0;
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return (int) tmp;
}
public int MaxFact() => MaxFact(Population ?? 0);
public int MaxMines(int currentPop) {
int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
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double tmp = (double) effectivePop / 10000 * Services.Game.Player.MineNumberPer10k ?? 0;
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return (int) tmp;
}
public int MaxMines() => MaxMines(Population ?? 0);
public static int ResourcesFromPop(int currentPop, int value) {
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if (Services.Game.Player.ColonistsPerResource == null
|| Services.Game.Player.ColonistsPerResource == 0)
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{
return 0;
}
int maxPop = MaxPopOnPlanet(value);
int popFullEfficiency = 0;
int popHalfEfficiency = 0;
if (currentPop <= maxPop) {
popFullEfficiency = currentPop;
}
else if (currentPop <= 3 * maxPop) {
popFullEfficiency = maxPop;
popHalfEfficiency = currentPop - maxPop;
}
else {
popFullEfficiency = maxPop;
popHalfEfficiency = 2 * maxPop;
}
int popEffective = popFullEfficiency + (popHalfEfficiency / 2);
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return (popEffective / Services.Game.Player.ColonistsPerResource) ?? 0;
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}
public int ResourcesFromPop() => ResourcesFromPop(Population ?? 0, Value ?? 0);
public static int ResourcesFromFact(int currentPop, int factories, int value) {
int maxPop = MaxPopOnPlanet(value);
int effectivePop = Math.Min(currentPop, maxPop);
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double tmp = (double) effectivePop / 10000 * Services.Game.Player.FactoryNumberPer10k ?? 0;
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int maxOperableFactories = (int) tmp;
int operableFactories = Math.Min(factories, maxOperableFactories);
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tmp = (double) operableFactories / 10 * Services.Game.Player.FactoryResPer10 ?? 0;
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return (int) tmp;
}
public int ResourcesFromFact() => ResourcesFromFact(Population ?? 0, Factories ?? 0, Value ?? 0);
#endregion
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}