Create Game Engine, update race model with defaults.

This commit is contained in:
Torben Nehmer 2024-09-24 20:17:49 +02:00
parent 21d3916818
commit 800dcf23ba
No known key found for this signature in database
5 changed files with 181 additions and 99 deletions

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@ -7,8 +7,6 @@ public class Planet
{
#region Persistant and derived propeties
public const int MinEffectiveValue = 5;
[Key]
public required string Name { get; set; }
@ -90,94 +88,19 @@ public class Planet
#region Derived Properties
public static int EffectiveValue(int? value) {
if (value == null) return 0;
if (value < MinEffectiveValue) return MinEffectiveValue;
return (int) value;
}
// public int EffectiveValue() => EffectiveValue(Value);
public int EffectiveValue() => EffectiveValue(Value);
// public int MaxPopOnPlanet() => MaxPopOnPlanet(Value);
public static int MaxPopOnPlanet (int? value) {
return Services.Game.Player.MaxPopOnPlanet * EffectiveValue(value) / 100;
}
// public int PopGrowth() => PopGrowth(Population ?? 0, MaxPopOnPlanet(), Value ?? 0);
public int MaxPopOnPlanet() => MaxPopOnPlanet(Value);
// public int MaxFact() => MaxFact(Population ?? 0);
public int PopGrowth(int currentPop, int maxPop, int value) {
// What to do with non player races?
if (OwnerId != Services.Game.Player.Name) return 0;
// public int MaxMines() => MaxMines(Population ?? 0);
double popRatio = currentPop / maxPop;
int growth = 0;
if (value < 0)
growth = currentPop * value / 10;
else if (popRatio <= 0.25)
growth = currentPop * value * (Services.Game.Player.GrowthRatePercent ?? 0) / 100;
else if (popRatio <= 1)
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);
// public int ResourcesFromPop() => ResourcesFromPop(Population ?? 0, Value ?? 0);
return growth / 100 * 100;
}
public int PopGrowth() => PopGrowth(Population ?? 0, MaxPopOnPlanet(), Value ?? 0);
public int MaxFact(int currentPop) {
int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
double tmp = (double) effectivePop / 10000 * Services.Game.Player.FactoryNumberPer10k ?? 0;
return (int) tmp;
}
public int MaxFact() => MaxFact(Population ?? 0);
public int MaxMines(int currentPop) {
int effectivePop = Math.Min(currentPop, MaxPopOnPlanet());
double tmp = (double) effectivePop / 10000 * Services.Game.Player.MineNumberPer10k ?? 0;
return (int) tmp;
}
public int MaxMines() => MaxMines(Population ?? 0);
public static int ResourcesFromPop(int currentPop, int value) {
if (Services.Game.Player.ColonistsPerResource == null
|| Services.Game.Player.ColonistsPerResource == 0)
{
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);
return (popEffective / Services.Game.Player.ColonistsPerResource) ?? 0;
}
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);
double tmp = (double) effectivePop / 10000 * Services.Game.Player.FactoryNumberPer10k ?? 0;
int maxOperableFactories = (int) tmp;
int operableFactories = Math.Min(factories, maxOperableFactories);
tmp = (double) operableFactories / 10 * Services.Game.Player.FactoryResPer10 ?? 0;
return (int) tmp;
}
public int ResourcesFromFact() => ResourcesFromFact(Population ?? 0, Factories ?? 0, Value ?? 0);
// public int ResourcesFromFact() => ResourcesFromFact(Population ?? 0, Factories ?? 0, Value ?? 0);
#endregion

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@ -24,9 +24,9 @@ public class Race
public int? PlayerFileId { get; set; }
public int? ColonistsPerResource { get; set; }
public int ColonistsPerResource { get; set; } = 1_000;
public int? GrowthRatePercent { get; set; }
public int GrowthRatePercent { get; set; } = 15;
private PRT _PRT = PRT.Other;
public PRT PRT {
@ -37,8 +37,8 @@ public class Race
}
}
private bool? _hasOBRM;
public bool? HasOBRM {
private bool _hasOBRM = false;
public bool HasOBRM {
get => _hasOBRM;
set {
_hasOBRM = value;
@ -55,29 +55,29 @@ public class Race
[NotMapped]
public int MaxEffectivePopOnGreen { get; private set; }
private bool? _factoryCost3;
public bool? FactoryCost3 {
private bool _factoryCost3 = false;
public bool FactoryCost3 {
get => _factoryCost3;
set {
_factoryCost3 = value;
FactoryGerCost = (_factoryCost3 ?? false) ? 3 : 4;
FactoryGerCost = _factoryCost3 ? 3 : 4;
}
}
[NotMapped]
public int FactoryGerCost { get; private set; }
public int? FactoryNumberPer10k { get; set; }
public int FactoryNumberPer10k { get; set; } = 10;
public int? FactoryResCost { get; set; }
public int FactoryResCost { get; set; } = 10;
public int? FactoryResPer10 { get; set; }
public int FactoryResPer10 { get; set; } = 10;
public int? MineResCost { get; set; }
public int MineResCost { get; set; } = 5;
public int? MineNumberPer10k { get; set; }
public int MineNumberPer10k { get; set; } = 10;
public int? MineMineralsPer10 { get; set; }
public int MineMineralsPer10 { get; set; } = 10;
#endregion
@ -101,9 +101,9 @@ public class Race
PRT.JOAT => 1.2,
_ => 1,
};
double obrmMod = (HasOBRM ?? false) ? 1.1 : 1.0;
double obrmMod = HasOBRM ? 1.1 : 1.0;
MaxPopOnPlanet = Convert.ToInt32(basePop * prtMod * obrmMod);
MaxEffectivePopOnRed = MaxPopOnPlanet * Planet.MinEffectiveValue / 100 * 3;
MaxEffectivePopOnRed = MaxPopOnPlanet * Services.GameEngine.MinEffectiveValue / 100 * 3;
MaxEffectivePopOnGreen = MaxPopOnPlanet * 3;
}

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@ -120,6 +120,7 @@ public class Game
public void RegisterServicesForGame()
{
Locator.CurrentMutable.RegisterConstant(this, typeof(Services.Game));
GameEngine.Game = this;
Locator.CurrentMutable.RegisterConstant(new CSVDataLoader(), typeof(CSVDataLoader));
Locator.CurrentMutable.Register(() => new StarsDatabase(DatabaseFileName), typeof(StarsDatabase));

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@ -1,8 +1,162 @@
using System;
using Splat;
namespace StarsAssistant.Services;
public class GameEngine
{
/// <summary>
/// Helper reference to the Game, populated during service registration for the
/// loaded game.
/// </summary>
// TODO: check for better options here.
public static Game Game { get; set; } = null!;
/// <summary>
/// Minimum effective value of a planet for purposes of maximum population etc.
/// </summary>
public const int MinEffectiveValue = 5;
/// <summary>
/// Normalize a planet value for minimum effetive value.
/// </summary>
/// <param name="value">Real planet value</param>
/// <returns>Effective plante value</returns>
public static int EffectivePlanetValue(int value) => (value < MinEffectiveValue) ? MinEffectiveValue : value;
/// <summary>
/// Compute the maximum regular (non-overcrowded) population on a planet for the active player.
/// </summary>
/// <param name="value">Real planet value</param>
/// <returns>effective maximum population</returns>
public static int MaxPopOnPlanetForPlayer(int value) => Game.Player.MaxPopOnPlanet * EffectivePlanetValue(value) / 100;
/// <summary>
/// Compute population growth for player planets.
/// </summary>
/// <param name="currentPop">Current population on planet</param>
/// <param name="value">Real planet value</param>
/// <returns>population growth per turn</returns>
public static int PlanetPopGrowthForPlayer(int currentPop, int value)
{
int maxPop = MaxPopOnPlanetForPlayer(value);
int growth;
if (value < 0)
{
growth = currentPop * value / 10;
}
else
{
double popRatio = currentPop / maxPop;
if (popRatio <= 0.25)
growth = currentPop * value * Game.Player.GrowthRatePercent / 100;
else if (popRatio <= 1)
growth = currentPop * value * Game.Player.GrowthRatePercent /100 * 16 / 9 * ((int) Math.Pow(1 - popRatio, 2));
else
growth = (int) (currentPop * (popRatio - 1) * 0.04);
}
// round to nearest 100
return growth / 100 * 100;
}
/// <summary>
/// Returns the maximum operable factories on a given player planet for a given value.
/// </summary>
/// <param name="currentPop">Population on planet</param>
/// <param name="value">Real planet value</param>
/// <returns>Maximum operable factories for currentPop</returns>
public static int MaxOperableFactoriesForPlayer(int currentPop, int value)
{
int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
return (int) tmp;
}
/// <summary>
/// Maximum buildable factories on a player planet with a given value.
/// </summary>
/// <param name="value">Real Planet Value</param>
/// <returns>Maximum buildable factories</returns>
public static int MaxBuildableFactoriesForPlayer(int value)
{
double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.FactoryNumberPer10k;
return (int) tmp;
}
/// <summary>
/// Returns the maximum operable mines on a given player planet for a given value.
/// </summary>
/// <param name="currentPop">Population on planet</param>
/// <param name="value">Real planet value</param>
/// <returns>Maximum operable mines for currentPop</returns>
public static int MaxOperableMinesForPlayer(int currentPop, int value)
{
int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
double tmp = (double) effectivePop / 10000 * Game.Player.MineNumberPer10k;
return (int) tmp;
}
/// <summary>
/// Maximum buildable factories on a player planet with a given value.
/// </summary>
/// <param name="value">Real Planet Value</param>
/// <returns>Maximum buildable factories</returns>
public static int MaxBuildableMinesForPlayer(int value)
{
double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.MineNumberPer10k;
return (int) tmp;
}
/// <summary>
/// Ressources produced by population on a player planet with a given value. Takes
/// less effective overcrowding pop into account.
/// </summary>
/// <param name="currentPop">Current planetary population</param>
/// <param name="value">Real planet value</param>
/// <returns>Resources generated by populationa</returns>
public static int ResourcesFromPopForPlayer(int currentPop, int value)
{
if (Game.Player.ColonistsPerResource == 0)
return 0;
int maxPop = MaxPopOnPlanetForPlayer(value);
int popFullEfficiency;
int popHalfEfficiency;
if (currentPop <= maxPop) {
popHalfEfficiency = 0;
popFullEfficiency = currentPop;
}
else if (currentPop <= 3 * maxPop) {
popFullEfficiency = maxPop;
popHalfEfficiency = currentPop - maxPop;
}
else {
popFullEfficiency = maxPop;
popHalfEfficiency = 2 * maxPop;
}
int popEffective = popFullEfficiency + (popHalfEfficiency / 2);
return popEffective / Services.Game.Player.ColonistsPerResource;
}
/// <summary>
/// Ressources generated by factories on a player planet for a given value an
/// population. Takes maximum operable factories into account.
/// </summary>
/// <param name="currentPop">Current planetary population</param>
/// <param name="factories">Number of factories built</param>
/// <param name="value">Real planet value</param>
/// <returns>Resources generated by factories</returns>
public static int ResourcesFromFactForPlayer(int currentPop, int factories, int value)
{
int maxPop = MaxPopOnPlanetForPlayer(value);
int effectivePop = Math.Min(currentPop, maxPop);
double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
int maxOperableFactories = (int) tmp;
int operableFactories = Math.Min(factories, maxOperableFactories);
tmp = (double) operableFactories / 10 * Services.Game.Player.FactoryResPer10;
return (int) tmp;
}
}

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@ -38,6 +38,10 @@ public partial class PlanetViewModel : ViewModelBase
public int SurfaceGermanium => Planet.SurfaceGermanium ?? 0;
// ### TESTING CODE ###
public static ObservableCollection<PlanetViewModel> LoadAll()
{
using var db = Locator.Current.GetService<StarsDatabase>()!;