Add further derived properties
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@ -90,9 +90,19 @@ public class Planet
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#region Derived Properties
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public int EffectiveValue => (Value == null) ? 0 : Math.Max((int)Value, MinEffectiveValue);
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public static int EffectiveValue(int? value) {
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if (value == null) return 0;
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if (value < MinEffectiveValue) return MinEffectiveValue;
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return (int) value;
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}
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public int MaxPopOnPlanet => Race.Player.MaxPopOnPlanet * EffectiveValue / 100;
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public int EffectiveValue() => EffectiveValue(Value);
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public static int MaxPopOnPlanet (int? value) {
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return Race.Player.MaxPopOnPlanet * EffectiveValue(value) / 100;
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}
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public int MaxPopOnPlanet() => MaxPopOnPlanet(Value);
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public int PopGrowth(int currentPop, int maxPop, int value) {
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// What to do with non player races?
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@ -112,7 +122,62 @@ public class Planet
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return growth / 100 * 100;
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}
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public int PopGrowth() => PopGrowth(Population ?? 0, MaxPopOnPlanet, Value ?? 0);
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public int PopGrowth() => PopGrowth(Population ?? 0, MaxPopOnPlanet(), Value ?? 0);
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public int MaxFact(int currentPop) {
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int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
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double tmp = (double) effectivePop / 10000 * Race.Player.FactoryNumberPer10k ?? 0;
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return (int) tmp;
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}
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public int MaxFact() => MaxFact(Population ?? 0);
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public int MaxMines(int currentPop) {
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int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
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double tmp = (double) effectivePop / 10000 * Race.Player.MineNumberPer10k ?? 0;
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return (int) tmp;
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}
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public int MaxMines() => MaxMines(Population ?? 0);
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public static int ResourcesFromPop(int currentPop, int value) {
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if (Race.Player.ColonistsPerResource == null
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|| Race.Player.ColonistsPerResource == 0)
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{
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return 0;
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}
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int maxPop = MaxPopOnPlanet(value);
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int popFullEfficiency = 0;
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int popHalfEfficiency = 0;
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if (currentPop <= maxPop) {
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popFullEfficiency = currentPop;
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}
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else if (currentPop <= 3 * maxPop) {
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popFullEfficiency = maxPop;
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popHalfEfficiency = currentPop - maxPop;
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}
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else {
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popFullEfficiency = maxPop;
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popHalfEfficiency = 2 * maxPop;
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}
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int popEffective = popFullEfficiency + (popHalfEfficiency / 2);
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return (popEffective / Race.Player.ColonistsPerResource) ?? 0;
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}
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public int ResourcesFromPop() => ResourcesFromPop(Population ?? 0, Value ?? 0);
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public static int ResourcesFromFact(int currentPop, int factories, int value) {
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int maxPop = MaxPopOnPlanet(value);
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int effectivePop = Math.Min(currentPop, maxPop);
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double tmp = (double) effectivePop / 10000 * Race.Player.FactoryNumberPer10k ?? 0;
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int maxOperableFactories = (int) tmp;
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int operableFactories = Math.Min(factories, maxOperableFactories);
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tmp = (double) operableFactories / 10 * Race.Player.FactoryResPer10 ?? 0;
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return (int) tmp;
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}
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public int ResourcesFromFact() => ResourcesFromFact(Population ?? 0, Factories ?? 0, Value ?? 0);
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#endregion
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