217 lines
6.8 KiB
C#
217 lines
6.8 KiB
C#
using System.Collections.ObjectModel;
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using System.Reactive.Disposables;
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using System.Reactive.Linq;
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using Microsoft.EntityFrameworkCore;
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using ReactiveUI;
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using ReactiveUI.SourceGenerators;
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using StarsAssistant.Services;
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using Splat;
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namespace StarsAssistant.ViewModels;
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public partial class PlayerPlanetViewModel : ViewModelBase
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{
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private readonly Model.Planet Planet;
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private Game Game;
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public PlayerPlanetViewModel(Model.Planet planet)
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{
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Game = Locator.Current.GetService<Game>()!;
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if (planet.OwnerId != Game.Player.Name)
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throw new InvalidOperationException("PlayerPlanet ViewModels can only be created for player planets.");
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Planet = planet;
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PopulationTargetPercent = planet.PopulationTargetPercent;
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_populationTargetHelper = this
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.WhenAnyValue(vm => vm.PopulationTargetPercent)
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.Select(popTgt => this.MaxPopulation * popTgt / 10000 * 100)
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.ToProperty(this, vm => vm.PopulationTarget);
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_populationToShipHelper = this
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.WhenAnyValue(vm => vm.PopulationTarget)
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.Select(popToShip => this.ComputePopulationToShip())
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.ToProperty(this, vm => vm.PopulationToShip);
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_targetFactoriesHelper = this
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.WhenAnyValue(vm => vm.PopulationTarget)
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.Select(tgtFact => GameEngine.MaxOperableFactoriesForPlayer(_populationTarget, Value))
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.ToProperty(this, vm => vm.TargetFactories);
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_remainingFactoriesHelper = this
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.WhenAnyValue(vm => vm.TargetFactories)
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.Select(factRem => Factories < _targetFactories ? _targetFactories - Factories : 0)
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.ToProperty(this, vm => vm.RemainingFactories);
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_factoryGermaniumDeltaHelper = this
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.WhenAnyValue(vm => vm.RemainingFactories)
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.Select(gerCost => ComputeFactoryGermaniumDelta())
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.ToProperty(this, vm => vm.FactoryGermaniumDelta);
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_remainingMinesHelper = this
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.WhenAnyValue(vm => vm.PopulationTarget)
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.Select(remMines => Math.Max(0, GameEngine.MaxOperableMinesForPlayer(_populationTarget, Value) - Mines))
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.ToProperty(this, vm => vm.RemainingMines);
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this.WhenActivated((CompositeDisposable disposables) =>
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{
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// /* handle activation */
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// Disposable
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// .Create(() => { /* handle deactivation */ })
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// .DisposeWith(disposables);
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});
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}
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#region Database Properties
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public string Name => Planet.Name;
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public string Owner => Planet.OwnerId;
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public string StarbaseType => Planet.StarbaseType;
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public int Population => Planet.Population ?? 0;
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public int Value => Planet.Value ?? 0;
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public int Mines => Planet.Mines ?? 0;
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public int Factories => Planet.Factories ?? 0;
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public decimal DefPercent => Planet.DefPercent ?? 0;
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public int SurfaceIronium => Planet.SurfaceIronium ?? 0;
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public int SurfaceBoranium => Planet.SurfaceBoranium ?? 0;
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public int SurfaceGermanium => Planet.SurfaceGermanium ?? 0;
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public int MRIronium => Planet.MRIronium ?? 0;
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public int MRBoranium => Planet.MRBoranium ?? 0;
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public int MRGermanium => Planet.MRGermanium ?? 0;
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public int MCIronium => Planet.MCIronium ?? 0;
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public int MCBoranium => Planet.MCBoranium ?? 0;
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public int MCGermanium => Planet.MCGermanium ?? 0;
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public int Resources => Planet.Resources ?? 0;
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public decimal Gravity => Planet.Gravity ?? 0;
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public decimal Temperature => Planet.Temperature ?? 0;
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public decimal Radiation => Planet.Radiation ?? 0;
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public decimal GravityOrig => Planet.GravityOrig ?? 0;
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public decimal TemperatureOrig => Planet.TemperatureOrig ?? 0;
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public decimal RadiationOrig => Planet.RadiationOrig ?? 0;
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public int MaxTerraforming => Planet.MaxTerraforming ?? 0;
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public int CapacityPercent => Planet.CapacityPercent ?? 0;
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public int ScanRange => Planet.ScanRange ?? 0;
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public int PenScanRange => Planet.PenScanRange ?? 0;
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public int Driver => Planet.Driver ?? 0;
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public int DriverWarp => Planet.DriverWarp ?? 0;
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public string RouteTarget => Planet.RouteTarget;
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public int GateRange => Planet.GateRange ?? 0;
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public int GateMass => Planet.GateMass ?? 0;
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public int PctDamage => Planet.PctDamage ?? 0;
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[Reactive]
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private int _populationTargetPercent;
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#endregion
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#region Derived Properties
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public int EffectiveValue => GameEngine.EffectivePlanetValue(Value);
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public int MaxPopulation => GameEngine.MaxPopOnPlanetForPlayer(Value);
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public int PopulationGrowth => GameEngine.PlanetPopGrowthForPlayer(Population, Value);
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public int PopulationT1 => Population + PopulationGrowth /* TODO + Pop En Route */;
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public int BuildableFactories => GameEngine.MaxBuildableFactoriesForPlayer(Value);
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public int BuildableMines => GameEngine.MaxBuildableMinesForPlayer(Value);
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public int OperableFactories => GameEngine.MaxOperableFactoriesForPlayer(Population, Value);
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public int OperableMines => GameEngine.MaxOperableMinesForPlayer(Population, Value);
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public int ResourcesFromPopulation => GameEngine.ResourcesFromPopForPlayer(Population, Value);
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public int ResourcesFromFactories => GameEngine.ResourcesFromFactForPlayer(Population, Factories, Value);
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public int AvailableIronium => MRIronium + SurfaceIronium;
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public int AvailableBoranium => MRBoranium + SurfaceBoranium;
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public int AvailableGermanium => MRGermanium + SurfaceGermanium;
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[ObservableAsProperty]
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private int _populationTarget;
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[ObservableAsProperty]
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private int _populationToShip;
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[ObservableAsProperty]
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private int _targetFactories;
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[ObservableAsProperty]
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private int _remainingFactories;
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[ObservableAsProperty]
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private int _factoryGermaniumDelta;
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[ObservableAsProperty]
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private int _remainingMines;
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#endregion
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#region Helper functions
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private int ComputePopulationToShip()
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{
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if (Population >= _populationTarget)
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return Population - _populationTarget;
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if (PopulationT1 < _populationTarget)
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return PopulationT1 - _populationTarget;
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return 0;
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}
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private int ComputeFactoryGermaniumDelta()
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{
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int gerReq = GameEngine.FactoryGermaniumCostForPlayer(_remainingFactories);
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if (gerReq < AvailableGermanium)
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return Math.Max(0, SurfaceGermanium - gerReq);
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return AvailableGermanium + MRGermanium - gerReq;
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// TODO: Extrapolate to T1, so that excess Germanium is visible.
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// TODO: Take shipping into account.
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}
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#endregion
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} |