Create Game Engine, update race model with defaults.
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		@@ -120,6 +120,7 @@ public class Game
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    public void RegisterServicesForGame()
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    {
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        Locator.CurrentMutable.RegisterConstant(this, typeof(Services.Game));
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        GameEngine.Game = this;
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        Locator.CurrentMutable.RegisterConstant(new CSVDataLoader(), typeof(CSVDataLoader));
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        Locator.CurrentMutable.Register(() => new StarsDatabase(DatabaseFileName), typeof(StarsDatabase));
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@@ -1,8 +1,162 @@
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using System;
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using Splat;
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namespace StarsAssistant.Services;
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public class GameEngine
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{
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    /// <summary>
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    /// Helper reference to the Game, populated during service registration for the
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    /// loaded game.
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    /// </summary>
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    // TODO: check for better options here.
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    public static Game Game { get; set; } = null!;
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    /// <summary>
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    /// Minimum effective value of a planet for purposes of maximum population etc.
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    /// </summary>
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    public const int MinEffectiveValue = 5;
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    /// <summary>
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    /// Normalize a planet value for minimum effetive value.
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    /// </summary>
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    /// <param name="value">Real planet value</param>
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    /// <returns>Effective plante value</returns>
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    public static int EffectivePlanetValue(int value) => (value < MinEffectiveValue) ? MinEffectiveValue : value;
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    /// <summary>
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    /// Compute the maximum regular (non-overcrowded) population on a planet for the active player.
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    /// </summary>
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    /// <param name="value">Real planet value</param>
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    /// <returns>effective maximum population</returns>
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    public static int MaxPopOnPlanetForPlayer(int value) => Game.Player.MaxPopOnPlanet * EffectivePlanetValue(value) / 100;
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    /// <summary>
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    /// Compute population growth for player planets.
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    /// </summary>
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    /// <param name="currentPop">Current population on planet</param>
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    /// <param name="value">Real planet value</param>
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    /// <returns>population growth per turn</returns>
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    public static int PlanetPopGrowthForPlayer(int currentPop, int value) 
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    {
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        int maxPop = MaxPopOnPlanetForPlayer(value);
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        int growth;
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        if (value < 0)
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        {
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            growth = currentPop * value / 10;
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        } 
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        else 
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        {
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            double popRatio = currentPop / maxPop;
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            if (popRatio <= 0.25)
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                growth = currentPop * value * Game.Player.GrowthRatePercent / 100;
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            else if (popRatio <= 1)
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                growth = currentPop * value * Game.Player.GrowthRatePercent /100 * 16 / 9 * ((int) Math.Pow(1 - popRatio, 2));
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            else
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                 growth = (int) (currentPop * (popRatio - 1) * 0.04);
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        }
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        // round to nearest 100
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        return growth / 100 * 100;
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    }
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    /// <summary>
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    /// Returns the maximum operable factories on a given player planet for a given value.
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    /// </summary>
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    /// <param name="currentPop">Population on planet</param>
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    /// <param name="value">Real planet value</param>
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    /// <returns>Maximum operable factories for currentPop</returns>
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    public static int MaxOperableFactoriesForPlayer(int currentPop, int value)
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    {
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        int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
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        double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
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        return (int) tmp;
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    }
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    /// <summary>
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    /// Maximum buildable factories on a player planet with a given value.
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    /// </summary>
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    /// <param name="value">Real Planet Value</param>
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    /// <returns>Maximum buildable factories</returns>
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    public static int MaxBuildableFactoriesForPlayer(int value)
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    {
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        double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.FactoryNumberPer10k;
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        return (int) tmp;
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    }
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    /// <summary>
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    /// Returns the maximum operable mines on a given player planet for a given value.
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    /// </summary>
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    /// <param name="currentPop">Population on planet</param>
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    /// <param name="value">Real planet value</param>
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    /// <returns>Maximum operable mines for currentPop</returns>
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    public static int MaxOperableMinesForPlayer(int currentPop, int value)
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    {
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        int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
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        double tmp = (double) effectivePop / 10000 * Game.Player.MineNumberPer10k;
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        return (int) tmp;
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    } 
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    /// <summary>
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    /// Maximum buildable factories on a player planet with a given value.
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    /// </summary>
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    /// <param name="value">Real Planet Value</param>
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    /// <returns>Maximum buildable factories</returns>
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    public static int MaxBuildableMinesForPlayer(int value)
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    {
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        double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.MineNumberPer10k;
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        return (int) tmp;
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    }
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    /// <summary>
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    /// Ressources produced by population on a player planet with a given value. Takes
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    /// less effective overcrowding pop into account.
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    /// </summary>
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    /// <param name="currentPop">Current planetary population</param>
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    /// <param name="value">Real planet value</param>
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    /// <returns>Resources generated by populationa</returns>
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    public static int ResourcesFromPopForPlayer(int currentPop, int value) 
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    {
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        if (Game.Player.ColonistsPerResource == 0) 
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            return 0;
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        int maxPop = MaxPopOnPlanetForPlayer(value);
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        int popFullEfficiency;
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        int popHalfEfficiency;
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        if (currentPop <= maxPop) {
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            popHalfEfficiency = 0;
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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 / Services.Game.Player.ColonistsPerResource;
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    }
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    /// <summary>
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    /// Ressources generated by factories on a player planet for a given value an
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    /// population. Takes maximum operable factories into account.
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    /// </summary>
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    /// <param name="currentPop">Current planetary population</param>
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    /// <param name="factories">Number of factories built</param>
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    /// <param name="value">Real planet value</param>
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    /// <returns>Resources generated by factories</returns>
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    public static int ResourcesFromFactForPlayer(int currentPop, int factories, int value) 
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    {
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        int maxPop = MaxPopOnPlanetForPlayer(value);
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        int effectivePop = Math.Min(currentPop, maxPop);
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        double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
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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 * Services.Game.Player.FactoryResPer10;
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        return (int) tmp;
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    }
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}
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