Move player to game engine.
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@ -99,23 +99,23 @@ public class Planet
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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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return Services.Game.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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if (OwnerId != Race.Player.Name) return 0;
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if (OwnerId != Services.Game.Player.Name) return 0;
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double popRatio = currentPop / maxPop;
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int growth = 0;
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if (value < 0)
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growth = currentPop * value / 10;
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else if (popRatio <= 0.25)
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growth = currentPop * value * (Race.Player.GrowthRatePercent ?? 0) / 100;
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growth = currentPop * value * (Services.Game.Player.GrowthRatePercent ?? 0) / 100;
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else if (popRatio <= 1)
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growth = currentPop * value * (Race.Player.GrowthRatePercent ?? 0) /100 * 16 / 9 * ((int) Math.Pow(1 - popRatio, 2));
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growth = currentPop * value * (Services.Game.Player.GrowthRatePercent ?? 0) /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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@ -126,7 +126,7 @@ public class Planet
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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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double tmp = (double) effectivePop / 10000 * Services.Game.Player.FactoryNumberPer10k ?? 0;
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return (int) tmp;
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}
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@ -134,15 +134,15 @@ public class Planet
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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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double tmp = (double) effectivePop / 10000 * Services.Game.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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if (Services.Game.Player.ColonistsPerResource == null
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|| Services.Game.Player.ColonistsPerResource == 0)
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{
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return 0;
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}
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@ -162,7 +162,7 @@ public class Planet
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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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return (popEffective / Services.Game.Player.ColonistsPerResource) ?? 0;
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}
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public int ResourcesFromPop() => ResourcesFromPop(Population ?? 0, Value ?? 0);
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@ -170,10 +170,10 @@ public class Planet
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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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double tmp = (double) effectivePop / 10000 * Services.Game.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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tmp = (double) operableFactories / 10 * Services.Game.Player.FactoryResPer10 ?? 0;
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return (int) tmp;
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}
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@ -85,13 +85,6 @@ public class Race
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public ICollection<Planet> Planets { get; } = new List<Planet>();
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// TODO: Implement Lazy Loader, currently hardcoded in testing startup code
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public static Race _player = null!;
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public static Race Player {
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get => _player;
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set => _player = value;
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}
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#endregion
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#region Public Helpers
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